AFTER'IMAGE_MAYHEM::WIKI
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https://aim.miraheze.org/wiki/Main_Page
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AFTER'IMAGE MAYHEM WIKI
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Main Page
0
2
3
2024-07-06T10:47:29Z
23.deferred.impact
2
Placeholder main page
wikitext
text/x-wiki
I'll update all this shit later lmao
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
35175273c8cd7ae8d8dcb30638a73a2645f2370b
4
3
2024-07-06T11:32:05Z
JackDot
6
wikitext
text/x-wiki
I'll update all this shit later lmao
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
This game is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed.
*no native Mac executable is provided, but virtualization may be used
09ad89c4eb70b83419597959e081a7c6e175e62f
5
4
2024-07-06T11:37:00Z
JackDot
6
wikitext
text/x-wiki
I'll update all this shit later lmao
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far.
*no native Mac executable is provided, but virtualization may be used
4299439efa9018752547794edf9adf5cea9ba608
6
5
2024-07-06T13:21:22Z
Verialonbia
5
wikitext
text/x-wiki
I'll update all this shit later lmao
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far.
*no native Mac executable is provided, but virtualization may be used
^ do something about this
Weapons & Utilities
MASS IMPACT: Shoots out a single pellet that kills other players when touched.
ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects.
UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and destroy other players' ship until it makes contact with a wall, in which it will self destruct.
CAST DOUBT: Designate a small area to kill all players inside after a specific amount of time, will be indicated by a white circle.
DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle.
DASH IT: When activated, will boost player at the direction they are facing when the skill is activated.
THERE PORT: When activated, will teleport player to the direction they are facing when the skill is activated by a specific distance.
SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made.
FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms.
532334873de01d77ea8d10dbd61355f6c4541293
7
6
2024-07-06T13:21:46Z
Verialonbia
5
wikitext
text/x-wiki
I'll update all this shit later lmao
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far.
*no native Mac executable is provided, but virtualization may be used
^ do something about this
Weapons & Utilities
MASS IMPACT: Shoots out a single pellet that kills other players when touched.
ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects.
UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and
destroy other players' ship until it makes contact with a wall, in which it will self destruct.
CAST DOUBT: Designate a small area to kill all players inside after a specific amount of time, will be indicated by a white circle.
DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle.
DASH IT: When activated, will boost player at the direction they are facing when the skill is activated.
THERE PORT: When activated, will teleport player to the direction they are facing when the skill is activated by a specific distance.
SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made.
FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms.
1238343194186c11b19dbd0635f3aba332f33ba6
8
7
2024-07-06T13:21:58Z
Verialonbia
5
wikitext
text/x-wiki
I'll update all this shit later lmao
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far.
*no native Mac executable is provided, but virtualization may be used
^ do something about this
Weapons & Utilities
MASS IMPACT: Shoots out a single pellet that kills other players when touched.
ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects.
UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and
destroy other players' ship until it makes contact with a wall, in which it will self destruct.
CAST DOUBT: Designate a small area to kill all players inside after a specific amount of time, will be indicated by a white circle.
DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle.
DASH IT: When activated, will boost player at the direction they are facing when the skill is activated.
THERE PORT: When activated, will teleport player to the direction they are facing when the skill is activated by a specific distance.
SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made.
FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms.
d1653da00d1c0508b0801606befd0bd6ae3b2955
9
8
2024-07-06T13:22:15Z
Verialonbia
5
wikitext
text/x-wiki
I'll update all this shit later lmao
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far.
*no native Mac executable is provided, but virtualization may be used
^ do something about this
Weapons & Utilities
MASS IMPACT: Shoots out a single pellet that kills other players when touched.
ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects.
UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and
destroy other players' ship until it makes contact with a wall, in which it will self destruct.
CAST DOUBT: Designate a small area to kill all players inside after a specific amount of time, will be indicated by a white circle.
DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle.
DASH IT: When activated, will boost player at the direction they are facing when the skill is activated.
THERE PORT: When activated, will teleport player to the direction they are facing when the skill is activated by a specific distance.
SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made.
FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms.
3a1bc2dab43d0e7f1ffc34f3d62e93f4e97b8467
10
9
2024-07-06T13:25:32Z
Verialonbia
5
wikitext
text/x-wiki
I'll update all this shit later lmao
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far.
*no native Mac executable is provided, but virtualization may be used
^ do something about this
Weapons & Utilities
MASS IMPACT: Shoots out a single pellet that kills other players when touched.
ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects.
UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and
destroy other players' ship until it makes contact with a wall, in which it will self destruct.
CAST DOUBT: Designate a small area to kill all players inside after a 1 second, will be indicated by a white circle.
DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle.
DASH IT: When activated, will boost player at the direction they are facing when the skill is activated.
THERE PORT: When activated, will teleport player to the direction they are facing when the skill is activated by a specific distance.
SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made.
FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms.
9c74e9737e99b02064f70629b5f237341ad84a38
11
10
2024-07-06T13:25:58Z
Verialonbia
5
wikitext
text/x-wiki
I'll update all this shit later lmao
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far.
*no native Mac executable is provided, but virtualization may be used
^ do something about this
Weapons & Utilities
MASS IMPACT: Shoots out a single pellet that kills other players when touched.
ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects.
UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and
destroy other players' ship until it makes contact with a wall, in which it will self destruct.
CAST DOUBT: Designate a small area to kill all players inside after a 1 second, will be indicated by a white circle.
DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle.
DASH IT: When activated, will boost player in the direction they are facing when the skill is activated.
THERE PORT: When activated, will teleport player in direction they are facing when the skill is activated by a short distance.
SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made.
FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms.
7e8dc8adf4107d9aa95b27c4829e547c3f9e8987
12
11
2024-07-06T13:44:47Z
23.deferred.impact
2
What the fuck? Who let bro cook?
wikitext
text/x-wiki
I'll update all this shit later lmao
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
Weapons & Utilities
MASS IMPACT: Shoots out a single pellet that kills other players when touched.
ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects.
UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and
destroy other players' ship until it makes contact with a wall, in which it will self destruct.
CAST DOUBT: Designate a small area to kill all players inside after a 1 second, will be indicated by a white circle.
DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle.
DASH IT: When activated, will boost player in the direction they are facing when the skill is activated.
THERE PORT: When activated, will teleport player in direction they are facing when the skill is activated by a short distance.
SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made.
FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms.
10bd997a51becc789ca15ff80a1cbf45212e50f4
14
12
2024-07-06T15:09:23Z
23.deferred.impact
2
Banner and short meaningless paragraph
wikitext
text/x-wiki
[[File:A'I M Banner.png|frameless|center|alt=banner (screenshot from the game)|about to get railed]]
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
For free.
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
Weapons & Utilities
MASS IMPACT: Shoots out a single pellet that kills other players when touched.
ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects.
UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and
destroy other players' ship until it makes contact with a wall, in which it will self destruct.
CAST DOUBT: Designate a small area to kill all players inside after a 1 second, will be indicated by a white circle.
DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle.
DASH IT: When activated, will boost player in the direction they are facing when the skill is activated.
THERE PORT: When activated, will teleport player in direction they are facing when the skill is activated by a short distance.
SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made.
FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms.
e039a9191f86b694713679df4503f7f92012fbca
15
14
2024-07-06T15:13:56Z
23.deferred.impact
2
Fix banner, add wiki section
wikitext
text/x-wiki
[[File:A'I M Banner.png|900px|frameless|center|alt=banner (screenshot from the game)|about to get railed]]
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
Weapons & Utilities
MASS IMPACT: Shoots out a single pellet that kills other players when touched.
ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects.
UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and
destroy other players' ship until it makes contact with a wall, in which it will self destruct.
CAST DOUBT: Designate a small area to kill all players inside after a 1 second, will be indicated by a white circle.
DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle.
DASH IT: When activated, will boost player in the direction they are facing when the skill is activated.
THERE PORT: When activated, will teleport player in direction they are facing when the skill is activated by a short distance.
SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made.
FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms.
c6850d582a8426cac7eddf92b90587c3037cbe78
20
15
2024-07-06T15:22:46Z
23.deferred.impact
2
links
wikitext
text/x-wiki
[[File:A'I M Banner.png|900px|frameless|center|alt=banner (screenshot from the game)|about to get railed]]
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
https://www.youtube.com/watch?v=98c3YkSuI8E
https://discord.gg/mrDq7wQzmY
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Abilities]]
b53c67525cc5b70a6b216f45142392f7fe7beaaf
21
20
2024-07-06T15:26:41Z
IanisPeein
7
discord and youtube image links
wikitext
text/x-wiki
[[File:A'I M Banner.png|900px|frameless|center|alt=banner (screenshot from the game)|about to get railed]]
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
[[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|https://discord.gg/mrDq7wQzmY|Discord Server Link]]
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Abilities]]
2f67ac21da239f734b072d86d451232cf4f2f7bd
22
21
2024-07-06T15:28:17Z
IanisPeein
7
formatting
wikitext
text/x-wiki
[[File:A'I M Banner.png|900px|frameless|center|alt=banner (screenshot from the game)|about to get railed]]
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
[[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|https://discord.gg/mrDq7wQzmY|Discord Server Link]]
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Weapons and Abilities]]
0d57cf20b015b3d5bca8ae7dce896ebd4e67a338
26
22
2024-07-06T15:43:07Z
23.deferred.impact
2
no wtf
wikitext
text/x-wiki
[[File:A'I M Banner.png|900px|frameless|center|alt=banner (screenshot from the game)|about to get railed]]
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
[[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|https://discord.gg/mrDq7wQzmY|Discord Server Link]]
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Abilities]]
383f60041af40242591e41fd98ac301b54066c7b
27
26
2024-07-06T15:43:08Z
IanisPeein
7
higher res banner
wikitext
text/x-wiki
[[File:AIM 2nd banner.png|1000px|frameless|left|alt=banner (screenshot of gameplay)|gaming]]
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
[[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|https://discord.gg/mrDq7wQzmY|Discord Server Link]]
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Abilities]]
c02717d0b130ebe2f41b3e9f43ea406b1ec18eea
28
27
2024-07-06T15:44:37Z
23.deferred.impact
2
godot is a fucking terrible game engine
wikitext
text/x-wiki
[[File:AIM 2nd banner.png|1000px|frameless|left|alt=banner (screenshot of gameplay)|gaming]]
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
[[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|https://discord.gg/mrDq7wQzmY|Discord Server Link]]
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
Made in Godot 4.2
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Abilities]]
bc045f3dd78507f37f513fdbcc3138a3ca7dd9ef
29
28
2024-07-06T15:45:11Z
23.deferred.impact
2
fix discord link
wikitext
text/x-wiki
[[File:AIM 2nd banner.png|1000px|frameless|left|alt=banner (screenshot of gameplay)|gaming]]
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
[[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
Made in Godot 4.2
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Abilities]]
48ff8d055745af0ef862a1f6c8aeb1efc8425dad
30
29
2024-07-06T17:40:27Z
IanisPeein
7
made banner into div
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|1000px|frameless|left|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
[[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
Playable on Windows, Linux and Mac*
*no native Mac executable is provided, but virtualization may be used
Made in Godot 4.2
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Abilities]]
b9bb1eebc5b01db5a4134fbcc15b6ab7c776f062
36
30
2024-07-06T18:38:35Z
IanisPeein
7
changed formatting slightly
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|1000px|frameless|left|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
<br>
<big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
<br>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
Made in Godot 4.2
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Abilities]]
a078bcb42071a1521753b5c4964620ee35c9b19c
37
36
2024-07-06T18:38:59Z
IanisPeein
7
formatting
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|900px|frameless|center|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
<br>
<big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
<br>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
Made in Godot 4.2
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Abilities]]
f148cf96e6680ecaae4bd7f5c92d4d7d7cdbb7cc
41
37
2024-07-06T18:41:42Z
IanisPeein
7
added new page
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|900px|frameless|center|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
<br>
<big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
<br>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
Made in Godot 4.2
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
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46
41
2024-07-06T18:51:36Z
IanisPeein
7
added clips link
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|900px|frameless|center|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
<br>
<big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
<br>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
Made in Godot 4.2
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]
684ecbb34e1fccbc76c78bb75d850cbde185355d
52
46
2024-07-06T23:50:12Z
IanisPeein
7
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
<br>
<big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
<br>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
Made in Godot 4.2
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]
66d4a369f6fb89c6bc7e5a692160166757acc20d
File:A'I M Banner.png
6
3
13
2024-07-06T14:49:00Z
23.deferred.impact
2
wikitext
text/x-wiki
A screenshot of that guy dropping a landmine and about to be railed by this guy while a cast lingers off to the side
3524a67f770563655a23646beb4413b8b2549b32
File:YouTube full-color icon (2017).svg.png
6
4
16
2024-07-06T15:19:02Z
IanisPeein
7
youtube logo png
wikitext
text/x-wiki
== Summary ==
youtube logo png
9be6474c192a5b5203b88bdbb553f75e6759f7df
Changelog
0
5
17
2024-07-06T15:20:12Z
23.deferred.impact
2
yeah
wikitext
text/x-wiki
== v5 (370719f) @ 02 July 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* heading indicator as seen in stug.io, is now in this game as well.
* teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it.
* FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah?
* game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game.
* status effects upgrade
* spawn invulnerability didn't work for some reason, but surely now it will work :clueless:
* you are now stunned (unable to fire) exactly as long as you are spawn invulnerable
* while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes?
* a much more appealing, interesting, and hopefully less eye-straining background is rendered. [[ WELCOME TO THE AIM_VECTORSPACE_NEBULA ]]
* DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay.
* behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena.
* the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live.
== v4 (d1f048a) @ 30 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* improved graphics for RAIL and CAST weapons.
* afterimage no longer lingers at the origin upon spawning
* weapon previews no longer persist if the ship dies while preparing to fire
* ships are now invulnerable for a second after spawning
* you are no longer allowed to leave the boundaries of this arena
* score is now tracked. f = kills(10m) * kdr(10m)
== v3 (ad1dce6) @ 29 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* projectiles greatly improved.
* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage
* improved, more appealing graphics that now also display the core and the trigger
* graphics differ slightly based on projectile type
* landmines no longer explode on walls
* physics interpolation for projectiles is now more smooth
* player names are now displayed
* this inherently makes it trivial to implement a player list, which has also been added.
* map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading
* boosting is now rendered.
== v2 (ef435c4) @ 29 June 2024 ==
* ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.)
== v1 @ 28 June 2024 ==
First playable version released.
e9a2cc985f20522d4125b0bb306b56ca5c76bd42
18
17
2024-07-06T15:21:33Z
23.deferred.impact
2
formatting lmao
wikitext
text/x-wiki
== v5 (370719f) @ 02 July 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* heading indicator as seen in stug.io, is now in this game as well.
* teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it.
* FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah?
* game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game.
* status effects upgrade
* spawn invulnerability didn't work for some reason, but surely now it will work :clueless:
* you are now stunned (unable to fire) exactly as long as you are spawn invulnerable
* while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes?
* a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA
* DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay.
* behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena.
* the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live.
== v4 (d1f048a) @ 30 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* improved graphics for RAIL and CAST weapons.
* afterimage no longer lingers at the origin upon spawning
* weapon previews no longer persist if the ship dies while preparing to fire
* ships are now invulnerable for a second after spawning
* you are no longer allowed to leave the boundaries of this arena
* score is now tracked. f = kills(10m) * kdr(10m)
== v3 (ad1dce6) @ 29 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* projectiles greatly improved.
* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage
* improved, more appealing graphics that now also display the core and the trigger
* graphics differ slightly based on projectile type
* landmines no longer explode on walls
* physics interpolation for projectiles is now more smooth
* player names are now displayed
* this inherently makes it trivial to implement a player list, which has also been added.
* map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading
* boosting is now rendered.
== v2 (ef435c4) @ 29 June 2024 ==
* ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.)
== v1 @ 28 June 2024 ==
First playable version released.
3e0ccaa5cae71d5c6155271720016c9bba7b0a85
35
18
2024-07-06T18:34:25Z
IanisPeein
7
fixed indentation
wikitext
text/x-wiki
== v5 (370719f) @ 02 July 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* heading indicator as seen in stug.io, is now in this game as well.
* teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it.
* FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah?
* game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game.
* status effects upgrade
* spawn invulnerability didn't work for some reason, but surely now it will work :clueless:
* you are now stunned (unable to fire) exactly as long as you are spawn invulnerable
* while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes?
* a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA
* DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay.
* behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena.
* the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live.
== v4 (d1f048a) @ 30 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* improved graphics for RAIL and CAST weapons.
* afterimage no longer lingers at the origin upon spawning
* weapon previews no longer persist if the ship dies while preparing to fire
* ships are now invulnerable for a second after spawning
* you are no longer allowed to leave the boundaries of this arena
* score is now tracked. f = kills(10m) * kdr(10m)
== v3 (ad1dce6) @ 29 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* projectiles greatly improved.
:* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage
:* improved, more appealing graphics that now also display the core and the trigger
:* graphics differ slightly based on projectile type
* landmines no longer explode on walls
* physics interpolation for projectiles is now more smooth
* player names are now displayed
:* this inherently makes it trivial to implement a player list, which has also been added.
* map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading
* boosting is now rendered.
== v2 (ef435c4) @ 29 June 2024 ==
* ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.)
== v1 @ 28 June 2024 ==
First playable version released.
c9297c669ab33bbbe95d7008fbde79d4fcdf6cb9
File:Discordlogo.png
6
6
19
2024-07-06T15:22:43Z
IanisPeein
7
discord logo png
wikitext
text/x-wiki
== Summary ==
discord logo png
40c68f1901c8f63645e325085ca49bf1b0bda172
File:AIM 2nd banner.png
6
8
24
2024-07-06T15:37:56Z
IanisPeein
7
another banner (higher res)
wikitext
text/x-wiki
== Summary ==
another banner (higher res)
f496d8b73df5352d37a792fc0cbce960ca07ec01
Abilities
0
9
25
2024-07-06T15:42:43Z
23.deferred.impact
2
abilities
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
== DIRECT IMPACT ==
Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity, making it surprisingly effective. The projectile expires on any impact. Collides with walls.
Weapon slot.
== MASS IMPACT ==
For when the ball size is insufficient.
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls.
Weapon slot.
== ORDINARY RAIL ==
In this space, it's rail or be railed.
A railgun blast is queued to be fired at this moment in time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike.
Weapon slot.
== UNSTABLECORE ==
A long-forgotten prototype.
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls.
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction.
Weapon slot.
== CAST DOUBT ==
Keep em guessin'. Keep em stressin'.
A circular region is queued to be annihilated at this moment in time in the afterimage timeline. This region is not visible to enemies, who must guess your A'I_M and dodge accordingly. There are no restriction on the positioning of this area, and walls are ignored.
Weapon and utility slot.
== DIE CAST ==
Official eviction notice, with violent consequences.
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies, who are well advised to get the fuck out. There are no restriction on the positioning of this area, and walls are ignored.
Weapon and utility slot.
== DASH IT ==
I-frames not included.
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Like any dash in any other reality, this can be used to avoid harm and to deliver harm.
Utility slot.
== THERE PORT ==
Blink and you'll miss it.
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. A maximum range is in effect, restricting your teleports to relatively short jumps, barely enough to skip a room.
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm.
Utility slot.
== SPACE IS MINE ==
Subspace tripmine!?
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Collides with walls, bouncing off them.
Weapon and utility slot.
== FAIR PARRY ==
Why would you want a shield that's just a boring version of a parry!
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage.
Utility slot.
8e7c0b79acb0e8f5f9e87375ea84836a982be3d8
31
25
2024-07-06T17:51:58Z
IanisPeein
7
changed weapon blurb formatting
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity, making it surprisingly effective. The projectile expires on any impact. Collides with walls.
Weapon slot.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls.
Weapon slot.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this moment in time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike.
Weapon slot.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls.
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction.
Weapon slot.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this moment in time in the afterimage timeline. This region is not visible to enemies, who must guess your A'I_M and dodge accordingly. There are no restriction on the positioning of this area, and walls are ignored.
Weapon and utility slot.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies, who are well advised to get the fuck out. There are no restriction on the positioning of this area, and walls are ignored.
Weapon and utility slot.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Like any dash in any other reality, this can be used to avoid harm and to deliver harm.
Utility slot.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. A maximum range is in effect, restricting your teleports to relatively short jumps, barely enough to skip a room.
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm.
Utility slot.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Collides with walls, bouncing off them.
Weapon and utility slot.
== FAIR PARRY ==
> ''Why would you want a shield that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage.
Utility slot.
427e55993c876e2384f80cf9f48d81927632d204
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added cooldown, separated strategy (can be edited)
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls.
Weapon slot.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this moment in time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike.
Weapon slot.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls.
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction.
Weapon slot.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this moment in time in the afterimage timeline. This region is not visible to enemies, who must guess your A'I_M and dodge accordingly. There are no restriction on the positioning of this area, and walls are ignored.
Weapon and utility slot.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies, who are well advised to get the fuck out. There are no restriction on the positioning of this area, and walls are ignored.
Weapon and utility slot.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Like any dash in any other reality, this can be used to avoid harm and to deliver harm.
Utility slot.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. A maximum range is in effect, restricting your teleports to relatively short jumps, barely enough to skip a room.
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm.
Utility slot.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Collides with walls, bouncing off them.
Weapon and utility slot.
== FAIR PARRY ==
> ''Why would you want a shield that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage.
Utility slot.
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IanisPeein
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this moment in time -> this time
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls.
Weapon slot.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike.
Weapon slot.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls.
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction.
Weapon slot.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies, who must guess your A'I_M and dodge accordingly. There are no restriction on the positioning of this area, and walls are ignored.
Weapon and utility slot.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies, who are well advised to get the fuck out. There are no restriction on the positioning of this area, and walls are ignored.
Weapon and utility slot.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Like any dash in any other reality, this can be used to avoid harm and to deliver harm.
Utility slot.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. A maximum range is in effect, restricting your teleports to relatively short jumps, barely enough to skip a room.
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm.
Utility slot.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Collides with walls, bouncing off them.
Weapon and utility slot.
== FAIR PARRY ==
> ''Why would you want a shield that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage.
Utility slot.
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wikitext
text/x-wiki
`This page describes all abilities that you can install on your space fighter jet in A'I_M.
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction.
Strong in close quarters, especially against rushing enemies.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Maintains player velocity.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Maintains player velocity.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with another weapon.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled movement.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
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wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction.
Strong in close quarters, especially against rushing enemies.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Maintains player velocity.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Maintains player velocity.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with another weapon.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled movement.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
70e8297b60d8c9ca3372f3692ea330f2b30ed136
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added ref to gameplay clips
wikitext
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This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction.
Strong in close quarters, especially against rushing enemies.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Maintains player velocity.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Maintains player velocity.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with another weapon.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled movement.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
cf9e53212f0e2db9857cc667c0d2aaaf93d5f571
Talk:Main Page
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IanisPeein
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Created page with "Discussion"
wikitext
text/x-wiki
Discussion
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/* Suggestions */ new section
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Discussion
== Suggestions ==
suggest stuff idk
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Core Gameplay
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created
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A'I_M is a game about prediction.
The main gameplay gimmick is the after image, which lags behind player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players.
The map of walls the game is played in is randomly generated, and refreshes every 4 hours.
af85a499fa95c2d84be3a1ed81bbe54eb000ba92
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wikitext
text/x-wiki
A'I_M is a game about prediction.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' after images.
The map of walls the game is played in is randomly generated, and refreshes every 4 hours.
c26e29601b0097dcbf18fe05ae166c69cbef938c
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added gameplay clips page
wikitext
text/x-wiki
A'I_M is a game about prediction.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' after images.
The map of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
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Gameplay Clips
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Created page with "Clips of A'I_M Gameplay, curated by IanisPeein (mostly)."
wikitext
text/x-wiki
Clips of A'I_M Gameplay, curated by IanisPeein (mostly).
8beb67e1effe740321bf80b7bb251369a814555a
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added version grouping
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Clips of A'I_M Gameplay, curated by IanisPeein (mostly).
== v5 (370719f) @ 02 July 2024 ==
== v4 (d1f048a) @ 30 June 2024 ==
== v3 (ad1dce6) @ 29 June 2024 ==
== v2 (ef435c4) @ 29 June 2024 ==
== v1 @ 28 June 2024 ==
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Clips of A'I_M Gameplay, curated by IanisPeein (mostly).
YouTube channel link arriving shortly
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adde yt link
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Clips of A'I_M Gameplay, curated by IanisPeein (mostly).
YouTube Channel Link: https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg
Newer clips will be added soon (YouTube only lets me upload 10 per day)
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MediaWiki:Common.css
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made with o banner image 100%
css
text/css
/* CSS placed here will be applied to all skins */
.main_top_banner img {
max-width: 100%
}
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css
text/css
/* CSS placed here will be applied to all skins */
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Main Page
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wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
<br>
<big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
<br>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
Made in Godot 4.2
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
<big>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</big>
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/* WELCOME TO A'I_M::WIKI */
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
<br>
<big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
<br>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
Made in Godot 4.2
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
<small>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</small>
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wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
<small>In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.</small>
'''For free.'''
----
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
<small>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</small>
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IanisPeein
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wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
<small>In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.</small>
'''For free.'''
----
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
<small>This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
</small>
<small>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</small>
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wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
<small>In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.</small>
'''For free.'''
----
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
<small>This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
</small>
<small>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</small>
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text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
<small>In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.</small>
'''For free.'''
----
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
<small>This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek.
</small>
<big>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</big>
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23.deferred.impact
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official wiki, links
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
<small>In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.</small>
'''For free.'''
----
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
<small>This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
</small>
<big>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</big>
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wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
<br>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</big>
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wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</big>
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23.deferred.impact
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made the game public on itch.io, might regret later
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
https://deferred-impact.itch.io/after-image-mayhem
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</big>
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donwload link
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</big>
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itc app
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
Installation is recommended through the [[https://itch.io/app itch.io app]] to recieve automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</big>
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wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
Installation is recommended through the [https://itch.io/app itch.io app] to recieve automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</big>
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IanisPeein
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installation page
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to recieve automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]</big>
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2024-07-07T12:56:23Z
IanisPeein
7
installation instructions
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to recieve automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>
[[Installation Instructions]]
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]
</big>
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speling
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>
[[Installation Instructions]]
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]
</big>
fa6f5cc6ccc05f58bf45ed11fc5ded52ff535238
101
100
2024-07-07T15:15:26Z
IanisPeein
7
added itch desc
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>
[[Installation Instructions]]
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]
</big>
==Full Description (Itch)==
A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit.
The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts.
*certain rare exceptions are available.
**exceptions are to be caught and rapidly liquidated.
A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies.
And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight.
A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs.
This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers.
Enjoy.
Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP.
e4b74e82603e7467a60548987b19c7d4f2833e18
102
101
2024-07-07T15:16:28Z
IanisPeein
7
f
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>
[[Installation Instructions]]
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]
</big>
==Full Description (Itch)==
A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit.
The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts.
<nowiki>*certain rare exceptions are available.</nowiki>
<nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki>
A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies.
And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight.
A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs.
This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers.
Enjoy.
Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP.
6427d0dabcc447bc76f1e199cc4c52d4e186c500
103
102
2024-07-07T15:26:37Z
IanisPeein
7
clips channel
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>
[[Installation Instructions]]
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]
</big>
==Full Description (Itch)==
A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit.
The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts.
<nowiki>*certain rare exceptions are available.</nowiki>
<nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki>
A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies.
And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight.
A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs.
This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers.
Enjoy.
Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP.
03f97b75e0822e1142bc230ef02476494ef255c1
Core Gameplay
0
11
57
44
2024-07-07T00:26:53Z
IanisPeein
7
wording
wikitext
text/x-wiki
A'I_M is a game about prediction.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' after images.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
715f611cddf60c9f6f032e900ffc3ed8392e1387
68
57
2024-07-07T02:41:18Z
Local Man
8
added strategies and stuff
wikitext
text/x-wiki
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
===General Gameplay Tips===
* Lead your shots to account for the delay before your after image fires the projectile.
* Generally avoid doorways if enemies are nearby, they're deathtraps.
** Teleportation is useful for bypassing them.
** Also if the doorway has a mine in it you probably shouldn't boost into it.
* Don't try spamming multiple abilities in a row. It usually doesn't work.
** Even if, for instance, you have two fair parries equipped, there will be a delay, so they cannot be effectively staggered.
* Don't try to camp. There are very few spots where you can effectively stay for any length of time and even if you do, chances are the enemy will use a cast to kill you.
* Keep your eyes on where the ship is pointing, as it's important for aiming well and determining which direction to move.
* At any time, you can stop moving in one direction, turn and move backwards. It might save you from a mine, a projectile, or serve to confuse your enemy.
* Equipping at least one movement ability will usually improve your chances of survival by a lot.
** Teleporting is useful for attacking the enemy from unexpected angles or dodging.
** Dashing can accomplish the same thing. However, it trades the teleport's ability to phase through objects for enhanced turn speed.
e4f5183d2ebd674a55fd44b2368294815eb1f9ae
69
68
2024-07-07T03:28:08Z
23.deferred.impact
2
dev posts gameplay tips for his game
wikitext
text/x-wiki
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
=== Scoring ===
Score formula is:
* score = kills * (kills/(deaths+1))
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
44addf171497c7abc6b82010e4d68bbb12fa7bdd
70
69
2024-07-07T03:28:48Z
23.deferred.impact
2
f
wikitext
text/x-wiki
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
=== Scoring ===
Score formula is:
score = kills * (kills/(deaths+1))
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
9f47e411ccfe14fe18ccac8e62f5b11ab2b399c4
71
70
2024-07-07T03:33:25Z
IanisPeein
7
/* Scoring */clarification
wikitext
text/x-wiki
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
=== Scoring ===
Score formula is:
score = kills * (kills/(deaths+1))
in the last 10 minutes
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
4be79fc9241dc4959761a8bf9cc3ceea8caa1506
73
71
2024-07-07T03:38:50Z
IanisPeein
7
f
wikitext
text/x-wiki
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
=== Scoring ===
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
29ce9621da8039b9efbd943b24f057a6dd01fca0
77
73
2024-07-07T03:41:48Z
IanisPeein
7
added pic example of score
wikitext
text/x-wiki
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
=== Scoring === [[File:Score example.webp|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
1f342bc80937bda2b3bd4dfee2a2b4b1b3db2131
78
77
2024-07-07T03:42:00Z
IanisPeein
7
/* Cooldown stagger */
wikitext
text/x-wiki
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
=== Scoring ===
[[File:Score example.webp|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
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80
78
2024-07-07T03:45:52Z
23.deferred.impact
2
gameplay gif
wikitext
text/x-wiki
[[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
=== Scoring ===
[[File:Score example.webp|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
22398a21d7d56571114784942385a5b1ec9524dd
81
80
2024-07-07T03:46:44Z
IanisPeein
7
speed is limited emphasis, bullet rearranging
wikitext
text/x-wiki
[[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Speed is limited. Constantly boosting and dashing in one direction will have limited effect.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
=== Scoring ===
[[File:Score example.webp|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
56d7a836dd8ec0f0e159350f0d25c6780beb932a
82
81
2024-07-07T03:47:46Z
IanisPeein
7
added thumb to score example
wikitext
text/x-wiki
[[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Speed is limited. Constantly boosting and dashing in one direction will have limited effect.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
=== Scoring ===
[[File:Score example.webp|thumb|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
9e8e726fda6e2abc66cd355e6e32a98e9cecd83c
83
82
2024-07-07T03:48:33Z
IanisPeein
7
/* Scoring */
wikitext
text/x-wiki
[[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Speed is limited. Constantly boosting and dashing in one direction will have limited effect.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
== Scoring ==
[[File:Score example.webp|thumb|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
27dd59f30c567b74066bc81be971a9206fe12c55
Gameplay Clips
0
12
61
50
2024-07-07T00:49:13Z
IanisPeein
7
discord inv
wikitext
text/x-wiki
Clips of A'I_M Gameplay, curated by IanisPeein (mostly).
YouTube Channel Link: https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg
Newer clips will be added soon (YouTube only lets me upload 10 per day)
You can also join the Discord: https://discord.gg/mrDq7wQzmY
8ff6996748fa0004f1f3a32fcee3aa5e6229af1f
File:Square.woff
6
14
62
2024-07-07T02:17:56Z
23.deferred.impact
2
by Wouter van Oortmerssen
https://strlen.com/square/
Creative Commons Attribution 3.0 Unported license.
wikitext
text/x-wiki
== Summary ==
by Wouter van Oortmerssen
https://strlen.com/square/
Creative Commons Attribution 3.0 Unported license.
d16db26c47aefa6e7d54b72e53a01959d13330e7
MediaWiki:Common.css
8
13
63
53
2024-07-07T02:23:10Z
23.deferred.impact
2
add font?
css
text/css
/* CSS placed here will be applied to all skins */
@font-face {
font-family: 'Square';
src: local('Square.woff');
}
.main_top_banner img {
max-width: 100%;
height: auto;
width: auto;
}
.h2 {
font-family: "Square";
}
94ca7a280403d49e3369506bbf2fe51ed82cefc5
64
63
2024-07-07T02:27:44Z
23.deferred.impact
2
please work
css
text/css
/* CSS placed here will be applied to all skins */
@font-face {
font-family: 'Square';
/*guhh?? is this the right way?*/
src: url('https://static.miraheze.org/aimwiki/8/86/Square.woff');
}
.main_top_banner img {
max-width: 100%;
height: auto;
width: auto;
}
.h2 {
font-family: "Square";
}
8604da784407712256d4aa7646116491b84d1be6
65
64
2024-07-07T02:31:37Z
23.deferred.impact
2
lmao skill issue
css
text/css
/* CSS placed here will be applied to all skins */
@font-face {
font-family: 'Square';
/*guhh?? is this the right way?*/
src: url('https://static.miraheze.org/aimwiki/8/86/Square.woff');
}
.main_top_banner img {
max-width: 100%;
height: auto;
width: auto;
}
h2 {
font-family: "Square";
}
75c56ec479252dfb1b6d7db59964b9b7988b8e37
66
65
2024-07-07T02:33:56Z
23.deferred.impact
2
come on shithead
css
text/css
/* CSS placed here will be applied to all skins */
@font-face {
font-family: 'Square';
/*guhh?? is this the right way?*/
src: url('https://static.miraheze.org/aimwiki/8/86/Square.woff');
}
.main_top_banner img {
max-width: 100%;
height: auto;
width: auto;
}
.mw-body-content h2 {
font-family: "Square";
}
d2133ff7d8b397aad235d0a4e15fc096ca31eee6
67
66
2024-07-07T02:34:54Z
23.deferred.impact
2
yes, yessss hahahaha
css
text/css
/* CSS placed here will be applied to all skins */
@font-face {
font-family: 'Square';
/*guhh?? is this the right way?*/
src: url('https://static.miraheze.org/aimwiki/8/86/Square.woff');
}
.main_top_banner img {
max-width: 100%;
height: auto;
width: auto;
}
.mw-body h1, .mw-body-content h1, .mw-body-content h2 {
font-family: "Square";
}
754a61bca1d6fc6f1cf0480da885acb33527457f
File:Score example.webp
6
15
74
2024-07-07T03:39:54Z
IanisPeein
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
User:23.deferred.impact
2
16
75
2024-07-07T03:40:11Z
23.deferred.impact
2
hi
wikitext
text/x-wiki
== ALL VIDEOGAMES SUCK ==
Except the ones i make. (Or so i tell myself.)
Despite my hatred towards all videogames, throughout my life i could never reject the feeling that videogames are a good concept, merely poorly executed. So i kept playing the games i hated, and i kept complaining, and i kept thinking how they could be improved. It seems, a person who thinks all the time, learns to think.
And so now i create my own videogames, which, while rather crusty and unfinished, are well-made projects offering unique, enjoyable and '''fair''' gameplay. For free, of course.
Do you make videogames? No? Why? Go make one. It's not '''that''' hard.
I still owe Miraheze $5/mo. I'll set up the recurrent donation later.
c4c6c2efe7e12cb33d144a37051d6d22327dcda4
76
75
2024-07-07T03:41:12Z
23.deferred.impact
2
link
wikitext
text/x-wiki
== ALL VIDEOGAMES SUCK ==
[https://defer.games FLAVORLESS_SOUP]
Except the ones i make. (Or so i tell myself.)
Despite my hatred towards all videogames, throughout my life i could never reject the feeling that videogames are a good concept, merely poorly executed. So i kept playing the games i hated, and i kept complaining, and i kept thinking how they could be improved. It seems, a person who thinks all the time, learns to think.
And so now i create my own videogames, which, while rather crusty and unfinished, are well-made projects offering unique, enjoyable and '''fair''' gameplay. For free, of course.
Do you make videogames? No? Why? Go make one. It's not '''that''' hard.
I still owe Miraheze $5/mo. I'll set up the recurrent donation later.
72c7028fc68fb82114ae40083bd5b10a1ed03194
86
76
2024-07-07T04:50:36Z
23.deferred.impact
2
move link
wikitext
text/x-wiki
[https://defer.games FLAVORLESS_SOUP]
== ALL VIDEOGAMES SUCK ==
Except the ones i make. (Or so i tell myself.)
Despite my hatred towards all videogames, throughout my life i could never reject the feeling that videogames are a good concept, merely poorly executed. So i kept playing the games i hated, and i kept complaining, and i kept thinking how they could be improved. It seems, a person who thinks all the time, learns to think.
And so now i create my own videogames, which, while rather crusty and unfinished, are well-made projects offering unique, enjoyable and '''fair''' gameplay. For free, of course.
Do you make videogames? No? Why? Go make one. It's not '''that''' hard.
I still owe Miraheze $5/mo. I'll set up the recurrent donation later.
b926ae98c9ded2fcf785f98be6d464da385db782
File:Ai m v5 clip1.gif
6
17
79
2024-07-07T03:44:48Z
23.deferred.impact
2
wikitext
text/x-wiki
one of the many times i railed HONORABLE_NOTABLE
92f3ef8fc30bd0cb377d040354e561fdb5de1d50
Installation Instructions
0
18
92
2024-07-07T12:43:22Z
IanisPeein
7
created
wikitext
text/x-wiki
Installation Instructions taken from the itch page:
I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways.
MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough!
bb47a173511ee3199a4b24ba1b1ca4621abc7fde
93
92
2024-07-07T12:47:39Z
IanisPeein
7
to install
wikitext
text/x-wiki
Installation Instructions taken from the itch page:
I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways.
MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough!
===To Install===
1. Download the [https://itch.io/app itch.io app]
2. Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app
3. Download the correct game version for your operating system
4. Click "Launch" and play the game!
If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY
38dc52418e586b0a033aee8f56f295467f458a9f
94
93
2024-07-07T12:48:31Z
IanisPeein
7
f
wikitext
text/x-wiki
===From itch.io page===
I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways.
MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough!
===To Install===
# Download the [https://itch.io/app itch.io app]
# Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app
# Download the correct game version for your operating system
# Click "Launch" and play the game!
If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY
4bdeae61cbbc5c755b882bb7b63e12073048fd25
96
94
2024-07-07T12:55:28Z
IanisPeein
7
added pic
wikitext
text/x-wiki
===From itch.io page===
I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways.
MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough!
===To Install===
<span>[[File:Itch app.png|thumb|right|300px|Itch.io app with A'I_M running]]</span>
# Download the [https://itch.io/app itch.io app]
# Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app
# Download the correct game version for your operating system
# Click "Launch" and play the game!
If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY
5101151f108078564bfcfd5411c706c9cffd3f61
File:Itch app.png
6
19
95
2024-07-07T12:49:52Z
IanisPeein
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Abilities
0
9
98
49
2024-07-07T14:12:43Z
IanisPeein
7
/* MASS IMPACT */typo
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile itself is small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction.
Strong in close quarters, especially against rushing enemies.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Maintains player velocity.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Maintains player velocity.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with another weapon.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled movement.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
f6ff110ffbcb0b58dfc3f78c9fe66cd0ac343ca1
99
98
2024-07-07T14:13:50Z
IanisPeein
7
/* MASS IMPACT */rephrase
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction.
Strong in close quarters, especially against rushing enemies.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Maintains player velocity.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Maintains player velocity.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with another weapon.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled movement.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
7be913d7eaeb295632808fdbd84fa2d9bba04c27
Main Page
0
2
104
103
2024-07-07T15:34:01Z
IanisPeein
7
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''ITCH DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>
[[Installation Instructions]]
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]
</big>
==Full Description (Itch)==
A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit.
The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts.
<nowiki>*certain rare exceptions are available.</nowiki>
<nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki>
A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies.
And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight.
A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs.
This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers.
Enjoy.
Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP.
2bf402d2184a6c3e7935f7dced780d42d9d402c2
110
104
2024-07-08T01:21:00Z
IanisPeein
7
hrasing
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>
[[Installation Instructions]]
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]
</big>
==Full Description (Itch)==
A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit.
The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts.
<nowiki>*certain rare exceptions are available.</nowiki>
<nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki>
A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies.
And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight.
A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs.
This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers.
Enjoy.
Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP.
e4db6dae7bedfe7154451aff4ea1d99a7b6fde53
114
110
2024-07-08T15:28:24Z
IanisPeein
7
new banner
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:V6 banner.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>
[[Installation Instructions]]
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]
</big>
==Full Description (Itch)==
A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit.
The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts.
<nowiki>*certain rare exceptions are available.</nowiki>
<nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki>
A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies.
And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight.
A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs.
This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers.
Enjoy.
Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP.
c3e0f3091614e8017616bd3d85fd736db3ca8fff
140
114
2024-07-24T01:17:06Z
IanisPeein
7
new banner (maybe will change)
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM V7 BANNER.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
<big>
[[Installation Instructions]]
[[Changelog]]
[[Core Gameplay]]
[[Abilities]]
[[Gameplay Clips]]
</big>
==Full Description (Itch)==
A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit.
The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts.
<nowiki>*certain rare exceptions are available.</nowiki>
<nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki>
A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies.
And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight.
A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs.
This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers.
Enjoy.
Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP.
2a4658f33109159dc9be7a55c760b2b66b5d7fde
148
140
2024-07-25T20:57:01Z
IanisPeein
7
headings for pages
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM V7 BANNER.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
=====[[Installation Instructions]]=====
=====[[Changelog]]=====
=====[[Core Gameplay]]=====
=====[[Abilities]]=====
=====[[Gameplay Clips]]=====
==Full Description (Itch)==
A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit.
The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts.
<nowiki>*certain rare exceptions are available.</nowiki>
<nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki>
A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies.
And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight.
A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs.
This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers.
Enjoy.
Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP.
fb66cbac72af3567e46938621bf2c05192a62db7
151
148
2024-08-01T15:49:06Z
IanisPeein
7
lore!!!!!!
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM V7 BANNER.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Windows, Linux and Mac*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
=====[[Installation Instructions]]=====
=====[[Changelog]]=====
=====[[Core Gameplay]]=====
=====[[Abilities]]=====
=====[[Gameplay Clips]]=====
=====[[Lore]]=====
==Full Description (Itch)==
A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit.
The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts.
<nowiki>*certain rare exceptions are available.</nowiki>
<nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki>
A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies.
And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight.
A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs.
This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers.
Enjoy.
Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP.
fc9fb96c2193615f5be0da9cea7f9d0a15ee2a82
User:IanisPeein
2
20
105
2024-07-07T15:52:22Z
IanisPeein
7
Created page with "hewo"
wikitext
text/x-wiki
hewo
d21d781ee9d32e2f70e9b448e6e71cb4c998a974
Changelog
0
5
106
35
2024-07-07T21:37:38Z
IanisPeein
7
added v6
wikitext
text/x-wiki
== v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* first update since the game went public on itch.io (yesterday)
* prettier ship booster exhaust
* player hitbox is now represented by a thin circle
* fullscreen can now be toggled using F11 key.
* better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision
* ORDINARY RAIL now once again leaves a trail
* CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier
* vertical arena boundaries have been fixed
* server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum?
* kill notifications. know who railed who, in great detail!
* large display of ships. these ships look really cool! look at them!!!1
== v5 (370719f) @ 02 July 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* heading indicator as seen in stug.io, is now in this game as well.
* teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it.
* FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah?
* game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game.
* status effects upgrade
* spawn invulnerability didn't work for some reason, but surely now it will work :clueless:
* you are now stunned (unable to fire) exactly as long as you are spawn invulnerable
* while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes?
* a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA
* DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay.
* behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena.
* the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live.
== v4 (d1f048a) @ 30 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* improved graphics for RAIL and CAST weapons.
* afterimage no longer lingers at the origin upon spawning
* weapon previews no longer persist if the ship dies while preparing to fire
* ships are now invulnerable for a second after spawning
* you are no longer allowed to leave the boundaries of this arena
* score is now tracked. f = kills(10m) * kdr(10m)
== v3 (ad1dce6) @ 29 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* projectiles greatly improved.
:* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage
:* improved, more appealing graphics that now also display the core and the trigger
:* graphics differ slightly based on projectile type
* landmines no longer explode on walls
* physics interpolation for projectiles is now more smooth
* player names are now displayed
:* this inherently makes it trivial to implement a player list, which has also been added.
* map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading
* boosting is now rendered.
== v2 (ef435c4) @ 29 June 2024 ==
* ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.)
== v1 @ 28 June 2024 ==
First playable version released.
0cb07d60fcfa416494f1eae100dd494c258409e0
108
106
2024-07-07T22:40:20Z
IanisPeein
7
6.1
wikitext
text/x-wiki
==v6.1 :: FUCK_THESE_MINES_DUDE (f234706)==
* we've discovered that the SPACE IS MINE was not correctly implemented and was breaching the A'I_M vision. this issue has now been addressed, with the MINE operating like any other IMPACT weapon.
* incorrect metrics format was crashing the autorestart wrapper (fucking lmao), the format is now correct.
== v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* first update since the game went public on itch.io (yesterday)
* prettier ship booster exhaust
* player hitbox is now represented by a thin circle
* fullscreen can now be toggled using F11 key.
* better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision
* ORDINARY RAIL now once again leaves a trail
* CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier
* vertical arena boundaries have been fixed
* server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum?
* kill notifications. know who railed who, in great detail!
* large display of ships. these ships look really cool! look at them!!!1
== v5 (370719f) @ 02 July 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* heading indicator as seen in stug.io, is now in this game as well.
* teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it.
* FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah?
* game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game.
* status effects upgrade
* spawn invulnerability didn't work for some reason, but surely now it will work :clueless:
* you are now stunned (unable to fire) exactly as long as you are spawn invulnerable
* while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes?
* a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA
* DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay.
* behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena.
* the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live.
== v4 (d1f048a) @ 30 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* improved graphics for RAIL and CAST weapons.
* afterimage no longer lingers at the origin upon spawning
* weapon previews no longer persist if the ship dies while preparing to fire
* ships are now invulnerable for a second after spawning
* you are no longer allowed to leave the boundaries of this arena
* score is now tracked. f = kills(10m) * kdr(10m)
== v3 (ad1dce6) @ 29 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* projectiles greatly improved.
:* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage
:* improved, more appealing graphics that now also display the core and the trigger
:* graphics differ slightly based on projectile type
* landmines no longer explode on walls
* physics interpolation for projectiles is now more smooth
* player names are now displayed
:* this inherently makes it trivial to implement a player list, which has also been added.
* map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading
* boosting is now rendered.
== v2 (ef435c4) @ 29 June 2024 ==
* ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.)
== v1 @ 28 June 2024 ==
First playable version released.
24df94e3144d9c27adcff326ebfe3c56b6e5e66d
109
108
2024-07-07T23:05:02Z
23.deferred.impact
2
date may be wrong depending on your belief in timezones
wikitext
text/x-wiki
== v6.1 :: FUCK_THESE_MINES_DUDE (f234706) @ 07 July 2024 ==
* we've discovered that the SPACE IS MINE was not correctly implemented and was breaching the A'I_M vision. this issue has now been addressed, with the MINE operating like any other IMPACT weapon.
* incorrect metrics format was crashing the autorestart wrapper (fucking lmao), the format is now correct.
== v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* first update since the game went public on itch.io (yesterday)
* prettier ship booster exhaust
* player hitbox is now represented by a thin circle
* fullscreen can now be toggled using F11 key.
* better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision
* ORDINARY RAIL now once again leaves a trail
* CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier
* vertical arena boundaries have been fixed
* server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum?
* kill notifications. know who railed who, in great detail!
* large display of ships. these ships look really cool! look at them!!!1
== v5 (370719f) @ 02 July 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* heading indicator as seen in stug.io, is now in this game as well.
* teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it.
* FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah?
* game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game.
* status effects upgrade
* spawn invulnerability didn't work for some reason, but surely now it will work :clueless:
* you are now stunned (unable to fire) exactly as long as you are spawn invulnerable
* while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes?
* a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA
* DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay.
* behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena.
* the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live.
== v4 (d1f048a) @ 30 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* improved graphics for RAIL and CAST weapons.
* afterimage no longer lingers at the origin upon spawning
* weapon previews no longer persist if the ship dies while preparing to fire
* ships are now invulnerable for a second after spawning
* you are no longer allowed to leave the boundaries of this arena
* score is now tracked. f = kills(10m) * kdr(10m)
== v3 (ad1dce6) @ 29 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* projectiles greatly improved.
:* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage
:* improved, more appealing graphics that now also display the core and the trigger
:* graphics differ slightly based on projectile type
* landmines no longer explode on walls
* physics interpolation for projectiles is now more smooth
* player names are now displayed
:* this inherently makes it trivial to implement a player list, which has also been added.
* map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading
* boosting is now rendered.
== v2 (ef435c4) @ 29 June 2024 ==
* ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.)
== v1 @ 28 June 2024 ==
First playable version released.
478b16db7ed02da6aed81005deb5068984c5808e
128
109
2024-07-21T22:12:31Z
IanisPeein
7
v7 phew
wikitext
text/x-wiki
== AFTER'IMAGE_MAYHEM v7 :: ULTRA_SKILL_HELLFIRE_MACHINES (deb4a9f) @ 21 July 2024 ==
(this was a mistake. this was an awesome mistake!)
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* DIRECT IMPACT is now STRAIGHT IMPACT because it's funnier.
* player list is now sorted by score. '''show them all, reach the top, standing tall, you the G O A T.'''
* kill notifications are now much easier to read and render on top of the logo. (they always rendered on top of the logo, lmao. what having no background does to a mfer)
* '''CAST weapons rework!'''
** CAST DOUBT is now installable in the utility slot.
** CAST DOUBT has been heavily reworked! it now has the same size as DIE CAST, but the advantage of not being visible, and the disadvantage of a longer windup and cooldown.
** '''both CAST weapons take a MUCH LONGER time to cooldown, and to activate. shouldn't be too hard to dodge...''' 😈
** '''both CAST DOUBT and DIE CAST now autolock to the nearest player and follow them slowly. this addresses the "CAST as melee" abuse and makes CASTs fit better with the original vision.'''
* '''PARRY(ies) rework!'''
** '''all PARRY abilities now operate with normal AfterImage delay.''' probably best to change this early, before people get too used for current parries. yes, that does mean all your practice so far is invalidated. but,
** '''PARRY windows have been greatly extended,''' making it much easier to parry hits.
** furthermore, '''PARRY abilities now prolong their parry window if a successful parry is registered.''' a certain new ability might benefit from this a damn lot... and in general, this will allow you to counter minespam and bulletspam. wait, '''bulletspam?!''' what bulletspa-
** '''PARRY no longer suffers from cooldown stagger.''' parry! parry more!
* '''new weapons (they <code>don't</code> do the same shit)''' <https://www.youtube.com/watch?v=El0FGcAzc1k>
** you want an offensive cast? fucking take it. '''CLIP CLAP!''' offers you the RAIL-like aiming context. why be a line if you can be a circle?
** repositions, trickshots, combos. it was a terrible battle royale game ripping off another battle royale game, but it had some great ideas. welcome '''ROYAL SUCK!''' and '''ROYAL BLOW!''', two utilities that i hopefully don't need to explain. which one will you prefer, i wonder?
** a unique bossfight utility from a faraway evershifting weapons-themed castle with a time-rewriting artifact. can it even be dodged?! a certain tank enthusiast may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL CHANT, THEIR A'I_M PURE AND TRUE ]]</nowiki> - behold, '''LOOK A WAVE!'''
** parrying is hard. unless you are an angel. a certain enjoyer of ricochets and backstabs may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL LAUGH, THEY FEEL NO REGRETS FOR WHAT THEY DID TO A'I_M ]]</nowiki> - behold, '''PARRY ANGEL!'''
** owo what's this? wait. a bulletspam weapon?! wait wait wait wait... no no no no NO NO NO NO N- '''RABID BARE RAGE!'''
** this is an experiment. can a bulletspam weapon be skillful, fun and fair? i think there is a way, but i could be wrong. don't get too attached to this thing; if it turns out i am wrong, it is getting nuked, instantly.
** bad weather today. it's spraying all over the place. what a terrible day for RAIL... i hope you brought your umbrella. a certain bike enthusiast may be interested. but, will you be able to figure out how to use this? do not worry. counter the spam... '''RAILSTORM!'''
* '''MANKIND IS ???. FUN IS FUEL. VECTORSPACE IS FULL.'''
** '''not all kills are made equal. show us your true style, daemon witch of A'I_M!'''
** with this change we deviate further from using kills and deaths in scoring. instead, from now on each kill and death is multiplied by a certain amount, depending on how stylish the kill was. the multiplier is computed additively. all hits start with +1 base mult, and then add extra mult depending on context. for now two bonuses are defined,
** '''+ PARRIED''' is offered for a short duration after a shot is parried. may your parries be pure and true!
** '''+ PROXY''' is offered depending on the number of projectiles nearby. this ironically only counters minespam for now, though in future i will make it counter bulletspam as well.
** additional bonuses are planned.
* multiple hits within a single frame will no longer count as multiple kills. each ship may only die once.
* boring rebalancing
** ORDINARY RAIL
*** cooldown 3 -> 5
** STRAIGHT IMPACT
*** cooldown 2 -> 3
*** launch velocity 12 -> 20
** MASS IMPACT
*** cooldown 2 -> 3
*** launch velocity 7 -> 14
** UNSTABLECORE
*** cooldown 3 -> 5
*** lifetime 3 -> 7
** THERE PORT
*** '''cooldown 3 -> 10.''' yes this is drastic, but currently this ability lets you completely ignore walls, which is a bit silly. even with such a long cooldown it will remain a top pick. use it situationally.
* player names are now centered and smaller.
* '''cooldown stagger rework!''' from now on all affected abilities get 1s of cooldown, no matter what. PARRY abilities are, as previously mentioned, immune.
* mine limit has been fixed, ensuring once again at most 8 mines per launcher.
* IMPACT abilities no longer can hit in point blank range. this is especially strong for mines, where it takes them 3 seconds to activate after being placed.
* true image display was replaced by a more... conceptual graphic.
== v6.1 :: FUCK_THESE_MINES_DUDE (f234706) @ 07 July 2024 ==
* we've discovered that the SPACE IS MINE was not correctly implemented and was breaching the A'I_M vision. this issue has now been addressed, with the MINE operating like any other IMPACT weapon.
* incorrect metrics format was crashing the autorestart wrapper (fucking lmao), the format is now correct.
== v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* first update since the game went public on itch.io (yesterday)
* prettier ship booster exhaust
* player hitbox is now represented by a thin circle
* fullscreen can now be toggled using F11 key.
* better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision
* ORDINARY RAIL now once again leaves a trail
* CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier
* vertical arena boundaries have been fixed
* server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum?
* kill notifications. know who railed who, in great detail!
* large display of ships. these ships look really cool! look at them!!!1
== v5 (370719f) @ 02 July 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* heading indicator as seen in stug.io, is now in this game as well.
* teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it.
* FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah?
* game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game.
* status effects upgrade
* spawn invulnerability didn't work for some reason, but surely now it will work :clueless:
* you are now stunned (unable to fire) exactly as long as you are spawn invulnerable
* while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes?
* a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA
* DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay.
* behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena.
* the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live.
== v4 (d1f048a) @ 30 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* improved graphics for RAIL and CAST weapons.
* afterimage no longer lingers at the origin upon spawning
* weapon previews no longer persist if the ship dies while preparing to fire
* ships are now invulnerable for a second after spawning
* you are no longer allowed to leave the boundaries of this arena
* score is now tracked. f = kills(10m) * kdr(10m)
== v3 (ad1dce6) @ 29 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* projectiles greatly improved.
:* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage
:* improved, more appealing graphics that now also display the core and the trigger
:* graphics differ slightly based on projectile type
* landmines no longer explode on walls
* physics interpolation for projectiles is now more smooth
* player names are now displayed
:* this inherently makes it trivial to implement a player list, which has also been added.
* map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading
* boosting is now rendered.
== v2 (ef435c4) @ 29 June 2024 ==
* ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.)
== v1 @ 28 June 2024 ==
First playable version released.
8b1b5301caf1bea2815ac0c60ac13198cc3050f7
138
128
2024-07-23T00:29:34Z
IanisPeein
7
v7.1
wikitext
text/x-wiki
== AFTER'IMAGE_MAYHEM v7.1 :: WE_MAKE_MISTAKES (ebb3cd4) @ 22 July 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* flipped the color palette on request from players. now the background is cyan and the obstacles are orange
**experimental: half-transparent background results in blurry trails. they look cool, but might be vomit inducing. still undecided.
*long text in ability selection UI no longer stretches it
*+PROXY radius increased 3 -> 5
*+PROXY now remembers projectiles for 5 seconds, making it much easier to get the bonus
*LOOK A WAVE is temporarily binned as the broken hitreg remains a mystery. like all the best bugs it only happens on the remote server, making it fucking impossible to debug.
*all parries now have a 0.75s+0.25s parry window
*RABID BARE RAGE rework
**now takes 6 hits to kill. because it is funnier.
**each complete miss will decrease the hitcounter for all enemies.
**the aiming zone is now recreated each time the barrage is triggered.
**barrage starts with afterimage delay. this may seem like a nerf, but will in fact simplify aiming.
*'''AfterImage delay is now 0.5s'''
== AFTER'IMAGE_MAYHEM v7 :: ULTRA_SKILL_HELLFIRE_MACHINES (deb4a9f) @ 21 July 2024 ==
(this was a mistake. this was an awesome mistake!)
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* DIRECT IMPACT is now STRAIGHT IMPACT because it's funnier.
* player list is now sorted by score. '''show them all, reach the top, standing tall, you the G O A T.'''
* kill notifications are now much easier to read and render on top of the logo. (they always rendered on top of the logo, lmao. what having no background does to a mfer)
* '''CAST weapons rework!'''
** CAST DOUBT is now installable in the utility slot.
** CAST DOUBT has been heavily reworked! it now has the same size as DIE CAST, but the advantage of not being visible, and the disadvantage of a longer windup and cooldown.
** '''both CAST weapons take a MUCH LONGER time to cooldown, and to activate. shouldn't be too hard to dodge...''' 😈
** '''both CAST DOUBT and DIE CAST now autolock to the nearest player and follow them slowly. this addresses the "CAST as melee" abuse and makes CASTs fit better with the original vision.'''
* '''PARRY(ies) rework!'''
** '''all PARRY abilities now operate with normal AfterImage delay.''' probably best to change this early, before people get too used for current parries. yes, that does mean all your practice so far is invalidated. but,
** '''PARRY windows have been greatly extended,''' making it much easier to parry hits.
** furthermore, '''PARRY abilities now prolong their parry window if a successful parry is registered.''' a certain new ability might benefit from this a damn lot... and in general, this will allow you to counter minespam and bulletspam. wait, '''bulletspam?!''' what bulletspa-
** '''PARRY no longer suffers from cooldown stagger.''' parry! parry more!
* '''new weapons (they <code>don't</code> do the same shit)''' <https://www.youtube.com/watch?v=El0FGcAzc1k>
** you want an offensive cast? fucking take it. '''CLIP CLAP!''' offers you the RAIL-like aiming context. why be a line if you can be a circle?
** repositions, trickshots, combos. it was a terrible battle royale game ripping off another battle royale game, but it had some great ideas. welcome '''ROYAL SUCK!''' and '''ROYAL BLOW!''', two utilities that i hopefully don't need to explain. which one will you prefer, i wonder?
** a unique bossfight utility from a faraway evershifting weapons-themed castle with a time-rewriting artifact. can it even be dodged?! a certain tank enthusiast may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL CHANT, THEIR A'I_M PURE AND TRUE ]]</nowiki> - behold, '''LOOK A WAVE!'''
** parrying is hard. unless you are an angel. a certain enjoyer of ricochets and backstabs may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL LAUGH, THEY FEEL NO REGRETS FOR WHAT THEY DID TO A'I_M ]]</nowiki> - behold, '''PARRY ANGEL!'''
** owo what's this? wait. a bulletspam weapon?! wait wait wait wait... no no no no NO NO NO NO N- '''RABID BARE RAGE!'''
** this is an experiment. can a bulletspam weapon be skillful, fun and fair? i think there is a way, but i could be wrong. don't get too attached to this thing; if it turns out i am wrong, it is getting nuked, instantly.
** bad weather today. it's spraying all over the place. what a terrible day for RAIL... i hope you brought your umbrella. a certain bike enthusiast may be interested. but, will you be able to figure out how to use this? do not worry. counter the spam... '''RAILSTORM!'''
* '''MANKIND IS ???. FUN IS FUEL. VECTORSPACE IS FULL.'''
** '''not all kills are made equal. show us your true style, daemon witch of A'I_M!'''
** with this change we deviate further from using kills and deaths in scoring. instead, from now on each kill and death is multiplied by a certain amount, depending on how stylish the kill was. the multiplier is computed additively. all hits start with +1 base mult, and then add extra mult depending on context. for now two bonuses are defined,
** '''+ PARRIED''' is offered for a short duration after a shot is parried. may your parries be pure and true!
** '''+ PROXY''' is offered depending on the number of projectiles nearby. this ironically only counters minespam for now, though in future i will make it counter bulletspam as well.
** additional bonuses are planned.
* multiple hits within a single frame will no longer count as multiple kills. each ship may only die once.
* boring rebalancing
** ORDINARY RAIL
*** cooldown 3 -> 5
** STRAIGHT IMPACT
*** cooldown 2 -> 3
*** launch velocity 12 -> 20
** MASS IMPACT
*** cooldown 2 -> 3
*** launch velocity 7 -> 14
** UNSTABLECORE
*** cooldown 3 -> 5
*** lifetime 3 -> 7
** THERE PORT
*** '''cooldown 3 -> 10.''' yes this is drastic, but currently this ability lets you completely ignore walls, which is a bit silly. even with such a long cooldown it will remain a top pick. use it situationally.
* player names are now centered and smaller.
* '''cooldown stagger rework!''' from now on all affected abilities get 1s of cooldown, no matter what. PARRY abilities are, as previously mentioned, immune.
* mine limit has been fixed, ensuring once again at most 8 mines per launcher.
* IMPACT abilities no longer can hit in point blank range. this is especially strong for mines, where it takes them 3 seconds to activate after being placed.
* true image display was replaced by a more... conceptual graphic.
== v6.1 :: FUCK_THESE_MINES_DUDE (f234706) @ 07 July 2024 ==
* we've discovered that the SPACE IS MINE was not correctly implemented and was breaching the A'I_M vision. this issue has now been addressed, with the MINE operating like any other IMPACT weapon.
* incorrect metrics format was crashing the autorestart wrapper (fucking lmao), the format is now correct.
== v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* first update since the game went public on itch.io (yesterday)
* prettier ship booster exhaust
* player hitbox is now represented by a thin circle
* fullscreen can now be toggled using F11 key.
* better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision
* ORDINARY RAIL now once again leaves a trail
* CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier
* vertical arena boundaries have been fixed
* server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum?
* kill notifications. know who railed who, in great detail!
* large display of ships. these ships look really cool! look at them!!!1
== v5 (370719f) @ 02 July 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* heading indicator as seen in stug.io, is now in this game as well.
* teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it.
* FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah?
* game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game.
* status effects upgrade
* spawn invulnerability didn't work for some reason, but surely now it will work :clueless:
* you are now stunned (unable to fire) exactly as long as you are spawn invulnerable
* while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes?
* a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA
* DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay.
* behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena.
* the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live.
== v4 (d1f048a) @ 30 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* improved graphics for RAIL and CAST weapons.
* afterimage no longer lingers at the origin upon spawning
* weapon previews no longer persist if the ship dies while preparing to fire
* ships are now invulnerable for a second after spawning
* you are no longer allowed to leave the boundaries of this arena
* score is now tracked. f = kills(10m) * kdr(10m)
== v3 (ad1dce6) @ 29 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* projectiles greatly improved.
:* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage
:* improved, more appealing graphics that now also display the core and the trigger
:* graphics differ slightly based on projectile type
* landmines no longer explode on walls
* physics interpolation for projectiles is now more smooth
* player names are now displayed
:* this inherently makes it trivial to implement a player list, which has also been added.
* map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading
* boosting is now rendered.
== v2 (ef435c4) @ 29 June 2024 ==
* ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.)
== v1 @ 28 June 2024 ==
First playable version released.
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154
138
2024-08-06T23:02:25Z
IanisPeein
7
7.2
wikitext
text/x-wiki
== AFTER'IMAGE_MAYHEM v7.2 :: WE_FIX_MISTAKES (918988f) ==
changelogs, changelogs! they're for listing updates, right? well i'd like to steal this opportunity to highlight the fact that i FUCKING HATE discord, and after they locked my account for 6 hours for TRYING TO FRIEND SOMEONE and FORCED ME to give them my phone number, i've removed my payment method and plan to switch away to another chat application. and you should switch too. additionally, if you are an owner of a discord server, heed my advice: transfer ownership to a newly created account of yours, which has 2FA enabled and solely exists for owning your server. thanks for coming to my TEDx talk.
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
*ship explosions have been improved and now appear at the AfterImage, which makes much more sense. this however is not final, i have better ideas for these effects.
*CAST abilities are now harder to avoid.
*ROYAL abilities have been doublesized and are now absolutely '''massive'''. sucking and blowing opponents should now be much easier and more reliable, allowing for more trickshots
*on hit camera effect has been added, pretty much exactly the same as in ian's vid. '''hits now feel powerful and rewarding.''' player sees camera zoom on hit -> neuron activation
*ship collision sparks are now more... '''informative.'''
*RABID BARE RAGE improvements:
**'''now triggers +PROXY''', nerfing it heavily. all those bulletspam misses? they'll cost you greatly, buddy.
**now misses in 3 dimensions
**previously would only fall as low as 1:9, now it falls all the way to 0:9
**hits no longer dissipate on each miss. instead, when the volley ends, 3 hits are lost. this eliminates the bias towards hitting enemies at the end of the volley, which would previously give you an advantage and practically guarantee the next volley will eliminate the target. (this change might be OP though, and the weapon might need to be nerfed soon. playtests will tell.)
*LOOK A WAVE remains broken and unavailable as the hitreg issue is still impossible to reproduce on local.
== AFTER'IMAGE_MAYHEM v7.1 :: WE_MAKE_MISTAKES (ebb3cd4) @ 22 July 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* flipped the color palette on request from players. now the background is cyan and the obstacles are orange
**experimental: half-transparent background results in blurry trails. they look cool, but might be vomit inducing. still undecided.
*long text in ability selection UI no longer stretches it
*+PROXY radius increased 3 -> 5
*+PROXY now remembers projectiles for 5 seconds, making it much easier to get the bonus
*LOOK A WAVE is temporarily binned as the broken hitreg remains a mystery. like all the best bugs it only happens on the remote server, making it fucking impossible to debug.
*all parries now have a 0.75s+0.25s parry window
*RABID BARE RAGE rework
**now takes 6 hits to kill. because it is funnier.
**each complete miss will decrease the hitcounter for all enemies.
**the aiming zone is now recreated each time the barrage is triggered.
**barrage starts with afterimage delay. this may seem like a nerf, but will in fact simplify aiming.
*'''AfterImage delay is now 0.5s'''
== AFTER'IMAGE_MAYHEM v7 :: ULTRA_SKILL_HELLFIRE_MACHINES (deb4a9f) @ 21 July 2024 ==
(this was a mistake. this was an awesome mistake!)
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* DIRECT IMPACT is now STRAIGHT IMPACT because it's funnier.
* player list is now sorted by score. '''show them all, reach the top, standing tall, you the G O A T.'''
* kill notifications are now much easier to read and render on top of the logo. (they always rendered on top of the logo, lmao. what having no background does to a mfer)
* '''CAST weapons rework!'''
** CAST DOUBT is now installable in the utility slot.
** CAST DOUBT has been heavily reworked! it now has the same size as DIE CAST, but the advantage of not being visible, and the disadvantage of a longer windup and cooldown.
** '''both CAST weapons take a MUCH LONGER time to cooldown, and to activate. shouldn't be too hard to dodge...''' 😈
** '''both CAST DOUBT and DIE CAST now autolock to the nearest player and follow them slowly. this addresses the "CAST as melee" abuse and makes CASTs fit better with the original vision.'''
* '''PARRY(ies) rework!'''
** '''all PARRY abilities now operate with normal AfterImage delay.''' probably best to change this early, before people get too used for current parries. yes, that does mean all your practice so far is invalidated. but,
** '''PARRY windows have been greatly extended,''' making it much easier to parry hits.
** furthermore, '''PARRY abilities now prolong their parry window if a successful parry is registered.''' a certain new ability might benefit from this a damn lot... and in general, this will allow you to counter minespam and bulletspam. wait, '''bulletspam?!''' what bulletspa-
** '''PARRY no longer suffers from cooldown stagger.''' parry! parry more!
* '''new weapons (they <code>don't</code> do the same shit)''' <https://www.youtube.com/watch?v=El0FGcAzc1k>
** you want an offensive cast? fucking take it. '''CLIP CLAP!''' offers you the RAIL-like aiming context. why be a line if you can be a circle?
** repositions, trickshots, combos. it was a terrible battle royale game ripping off another battle royale game, but it had some great ideas. welcome '''ROYAL SUCK!''' and '''ROYAL BLOW!''', two utilities that i hopefully don't need to explain. which one will you prefer, i wonder?
** a unique bossfight utility from a faraway evershifting weapons-themed castle with a time-rewriting artifact. can it even be dodged?! a certain tank enthusiast may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL CHANT, THEIR A'I_M PURE AND TRUE ]]</nowiki> - behold, '''LOOK A WAVE!'''
** parrying is hard. unless you are an angel. a certain enjoyer of ricochets and backstabs may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL LAUGH, THEY FEEL NO REGRETS FOR WHAT THEY DID TO A'I_M ]]</nowiki> - behold, '''PARRY ANGEL!'''
** owo what's this? wait. a bulletspam weapon?! wait wait wait wait... no no no no NO NO NO NO N- '''RABID BARE RAGE!'''
** this is an experiment. can a bulletspam weapon be skillful, fun and fair? i think there is a way, but i could be wrong. don't get too attached to this thing; if it turns out i am wrong, it is getting nuked, instantly.
** bad weather today. it's spraying all over the place. what a terrible day for RAIL... i hope you brought your umbrella. a certain bike enthusiast may be interested. but, will you be able to figure out how to use this? do not worry. counter the spam... '''RAILSTORM!'''
* '''MANKIND IS ???. FUN IS FUEL. VECTORSPACE IS FULL.'''
** '''not all kills are made equal. show us your true style, daemon witch of A'I_M!'''
** with this change we deviate further from using kills and deaths in scoring. instead, from now on each kill and death is multiplied by a certain amount, depending on how stylish the kill was. the multiplier is computed additively. all hits start with +1 base mult, and then add extra mult depending on context. for now two bonuses are defined,
** '''+ PARRIED''' is offered for a short duration after a shot is parried. may your parries be pure and true!
** '''+ PROXY''' is offered depending on the number of projectiles nearby. this ironically only counters minespam for now, though in future i will make it counter bulletspam as well.
** additional bonuses are planned.
* multiple hits within a single frame will no longer count as multiple kills. each ship may only die once.
* boring rebalancing
** ORDINARY RAIL
*** cooldown 3 -> 5
** STRAIGHT IMPACT
*** cooldown 2 -> 3
*** launch velocity 12 -> 20
** MASS IMPACT
*** cooldown 2 -> 3
*** launch velocity 7 -> 14
** UNSTABLECORE
*** cooldown 3 -> 5
*** lifetime 3 -> 7
** THERE PORT
*** '''cooldown 3 -> 10.''' yes this is drastic, but currently this ability lets you completely ignore walls, which is a bit silly. even with such a long cooldown it will remain a top pick. use it situationally.
* player names are now centered and smaller.
* '''cooldown stagger rework!''' from now on all affected abilities get 1s of cooldown, no matter what. PARRY abilities are, as previously mentioned, immune.
* mine limit has been fixed, ensuring once again at most 8 mines per launcher.
* IMPACT abilities no longer can hit in point blank range. this is especially strong for mines, where it takes them 3 seconds to activate after being placed.
* true image display was replaced by a more... conceptual graphic.
== v6.1 :: FUCK_THESE_MINES_DUDE (f234706) @ 07 July 2024 ==
* we've discovered that the SPACE IS MINE was not correctly implemented and was breaching the A'I_M vision. this issue has now been addressed, with the MINE operating like any other IMPACT weapon.
* incorrect metrics format was crashing the autorestart wrapper (fucking lmao), the format is now correct.
== v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* first update since the game went public on itch.io (yesterday)
* prettier ship booster exhaust
* player hitbox is now represented by a thin circle
* fullscreen can now be toggled using F11 key.
* better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision
* ORDINARY RAIL now once again leaves a trail
* CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier
* vertical arena boundaries have been fixed
* server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum?
* kill notifications. know who railed who, in great detail!
* large display of ships. these ships look really cool! look at them!!!1
== v5 (370719f) @ 02 July 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* heading indicator as seen in stug.io, is now in this game as well.
* teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it.
* FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah?
* game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game.
* status effects upgrade
* spawn invulnerability didn't work for some reason, but surely now it will work :clueless:
* you are now stunned (unable to fire) exactly as long as you are spawn invulnerable
* while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes?
* a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA
* DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay.
* behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena.
* the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live.
== v4 (d1f048a) @ 30 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* improved graphics for RAIL and CAST weapons.
* afterimage no longer lingers at the origin upon spawning
* weapon previews no longer persist if the ship dies while preparing to fire
* ships are now invulnerable for a second after spawning
* you are no longer allowed to leave the boundaries of this arena
* score is now tracked. f = kills(10m) * kdr(10m)
== v3 (ad1dce6) @ 29 June 2024 ==
this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates.
* projectiles greatly improved.
:* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage
:* improved, more appealing graphics that now also display the core and the trigger
:* graphics differ slightly based on projectile type
* landmines no longer explode on walls
* physics interpolation for projectiles is now more smooth
* player names are now displayed
:* this inherently makes it trivial to implement a player list, which has also been added.
* map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading
* boosting is now rendered.
== v2 (ef435c4) @ 29 June 2024 ==
* ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.)
== v1 @ 28 June 2024 ==
First playable version released.
1d5785da85a2d527b81dd1259dcd22d72158ccff
Abilities
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9
107
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2024-07-07T21:38:58Z
IanisPeein
7
v6
wikitext
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This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction.
Strong in close quarters, especially against rushing enemies.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with another weapon.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled movement.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
5534928885c88dcafd18126d8146cf976d33d7bb
117
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2024-07-11T02:19:04Z
Local Man
8
added more strategies and stuff
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy could get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by mass impact and unstablecore at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ordinary rail or mass impact, or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions of the minelayer and already placed mines alike.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
9860c3e7d38f931a03d0a67c52335c8ba6189ce5
118
117
2024-07-11T02:36:49Z
IanisPeein
7
/* Strategy */f
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLE CORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ordinary rail or mass impact, or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions of the minelayer and already placed mines alike.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
f846e5106e5ac071e23b8e7ed8b1a04576e60d4e
119
118
2024-07-11T02:37:09Z
IanisPeein
7
/* Strategy */
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ordinary rail or mass impact, or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions of the minelayer and already placed mines alike.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
a4cf273b934a6ee09c33159c244c48f2161f5660
120
119
2024-07-11T02:38:12Z
IanisPeein
7
/* Strategy */f and content
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ordinary rail or mass impact, or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions of the minelayer and already placed mines alike.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
dc78100909439928fc6eea5ae9ce982a0bd74fde
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2024-07-11T02:38:52Z
IanisPeein
7
/* Strategy */f and adjustment
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions of the minelayer and already placed mines alike.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
d3c485922bd4973541fb4fcbfea90046994dbbf1
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2024-07-11T02:39:46Z
IanisPeein
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/* Strategy */content slightly
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
90dbcd6a8b75e52513005414e42dc7a428f5cf20
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2024-07-11T02:40:24Z
IanisPeein
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/* Strategy */rip mine tp
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay.
51ce0641ebef885eeb8b9aa7adbba59d6fcebe7d
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2024-07-11T02:40:46Z
IanisPeein
7
/* Strategy */
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== DIRECT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 3s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay.
19a4b5291b39545bf7131cb6975a65278daed6a5
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2024-07-21T22:26:00Z
IanisPeein
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added new weapons (utils soon)
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== STRAIGHT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 5s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 5s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance.
== CLIP CLAP ==
> ''CLIP CLAP''
Spawns a small, stationary circle on the map, which explodes at this time in the afterimage timeline. The preview circle is not visible to enemies. Ignores walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
placeholder
== LOOK A WAVE ==
> ''LOOK A WAVE''
Spawns a small circle on the map, which, at this time in the afterimage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls.
Cooldown: 5s
Weapon and utility slot.
=== Strategy ===
placeholder
== RABID BARE RAGE ==
> ''RABID BARE RAGE''
Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls.
Cooldown: 4s
Weapon slot.
=== Strategy ===
placeholder
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 10s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 3s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay.
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This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== STRAIGHT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 5s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 5s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance.
== CLIP CLAP ==
> ''CLIP CLAP''
Spawns a small, stationary circle on the map, which explodes at this time in the afterimage timeline. The preview circle is not visible to enemies. Ignores walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
placeholder
== LOOK A WAVE ==
> ''LOOK A WAVE''
Spawns a small circle on the map, which, at this time in the afterimage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls.
Cooldown: 5s
Weapon and utility slot.
=== Strategy ===
placeholder
== RABID BARE RAGE ==
> ''RABID BARE RAGE''
Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls.
Cooldown: 4s
Weapon slot.
=== Strategy ===
placeholder
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 10s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 5s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay.
== ROYAL BLOW ==
> ''ROYAL BLOW''
Immediately spawns a circle on the map that pushes away enemies.
Cooldown: 5s
Utiity slot.
=== Strategy ===
placeholder
== ROYAL SUCK ==
> ''ROYAL SUCK ''
Immediately spawns a circle on the map that pulls in enemies.
Cooldown: 5s
Utiity slot.
=== Strategy ===
placeholder
== PARRY ANGEL ==
> ''PARRY ANGEL''
At this time in the afterimage timeline, spawns wings on either side of the ship that block projectiles.
Cooldown: 5s
Utiity slot.
=== Strategy ===
placeholder
== RAILSTORM ==
> ''RAILSTORM''
At this time in the afterimage timeline, spawns a shield covering the front section of the ship that convert incoming projectiles into RAILs that shoot in the direction the ship is pointing.
Cooldown: 5s
Utiity slot.
=== Strategy ===
placeholder
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This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== STRAIGHT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 5s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 5s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance.
== CLIP CLAP ==
> ''CLIP CLAP''
Spawns a small, stationary circle on the map, which explodes at this time in the afterimage timeline. The preview circle is not visible to enemies. Ignores walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Strong at locking down corridors when enemy movement is predictable, but more difficult to use at close ranges.
== LOOK A WAVE ==
> ''LOOK A WAVE''
Spawns a small circle on the map, which, at this time in the afterimage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls.
Cooldown: 5s
Weapon and utility slot.
=== Strategy ===
Strong due to its wide area cover, but only effective at long distances when its radius increases.
== RABID BARE RAGE ==
> ''RABID BARE RAGE''
Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls.
Cooldown: 4s
Weapon slot.
=== Strategy ===
Strong at covering a large area, or if you have bad aim. Can be difficult to aim when quickly changing directions.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 10s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 5s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay.
== ROYAL BLOW ==
> ''ROYAL BLOW''
Immediately spawns a circle on the map that pushes away enemies.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Utility, to move enemies into difficult situations or prevent a close range encounter.
== ROYAL SUCK ==
> ''ROYAL SUCK ''
Immediately spawns a circle on the map that pulls in enemies.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Utility, to move enemies into/away from certain positions or to force close combat.
== PARRY ANGEL ==
> ''PARRY ANGEL''
At this time in the afterimage timeline, spawns wings on either side of the ship that block projectiles.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Similar to FAIR PARRY, use the ability before enemies are about to attack. Make sure the wings are pointed in the direction you want.
== RAILSTORM ==
> ''RAILSTORM''
At this time in the afterimage timeline, spawns a shield covering the front section of the ship that convert incoming projectiles into RAILs that shoot in the direction the ship is pointing.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Similar to FAIR PARRY, make sure that you use the ability before the enemy is about to attack. The abaility over covers the front section of your ship, so make sure you're pointing in the right direction. Strong against bulletspam weapons.
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This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== STRAIGHT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 5s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 5s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance.
== CLIP CLAP ==
> ''CLIP CLAP''
Spawns a small, stationary circle on the map, which explodes at this time in the afterimage timeline. The preview circle is not visible to enemies. Ignores walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Strong at locking down corridors when enemy movement is predictable, but more difficult to use at close ranges.
== LOOK A WAVE ==
> ''LOOK A WAVE''
Spawns a small circle on the map, which, at this time in the afterimage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls.
Cooldown: 5s
Weapon and utility slot.
=== Strategy ===
Strong due to its wide area cover, but only effective at long distances when its radius increases.
== RABID BARE RAGE ==
> ''Sudden outburst of fury.''
Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls.
Cooldown: 4s
Weapon slot.
=== Strategy ===
Strong at covering a large area, or if you have bad aim. Can be difficult to aim when quickly changing directions.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 10s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Cooldown: 5s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay.
== ROYAL BLOW ==
> ''All they really need is a little push.''
Immediately spawns a circle on the map that pushes away enemies.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Utility, to move enemies into difficult situations or prevent a close range encounter.
== ROYAL SUCK ==
> ''Really brings people together.''
Immediately spawns a circle on the map that pulls in enemies.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Utility, to move enemies into/away from certain positions or to force close combat.
== PARRY ANGEL ==
> ''PARRY ANGEL''
At this time in the afterimage timeline, spawns wings on either side of the ship that block projectiles.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Similar to FAIR PARRY, use the ability before enemies are about to attack. Make sure the wings are pointed in the direction you want.
== RAILSTORM ==
> ''What a terrible day for rain...''
At this time in the afterimage timeline, spawns a shield covering the front section of the ship that convert incoming projectiles into RAILs that shoot in the direction the ship is pointing.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Similar to FAIR PARRY, make sure that you use the ability before the enemy is about to attack. The abaility over covers the front section of your ship, so make sure you're pointing in the right direction. Strong against bulletspam weapons.
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This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== STRAIGHT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 5s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 5s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image.
Cooldown: 2s
Weapon slot.
=== Strategy ===
Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image.
Cooldown: 3s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited.
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance.
== CLIP CLAP ==
> ''CLIP CLAP''
Spawns a small, stationary circle on the map, which explodes at this time in the afterimage timeline. The preview circle is not visible to enemies. Ignores walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Strong at locking down corridors when enemy movement is predictable, but more difficult to use at close ranges.
== LOOK A WAVE ==
> ''LOOK A WAVE''
Spawns a small circle on the map, which, at this time in the afterimage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls.
Cooldown: 5s
Weapon and utility slot.
=== Strategy ===
Strong due to its wide area cover, but only effective at long distances when its radius increases.
== RABID BARE RAGE ==
> ''Sudden outburst of fury.''
Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls.
Cooldown: 4s
Weapon slot.
=== Strategy ===
Strong at covering a large area, or if you have bad aim. Can be difficult to aim when quickly changing directions.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited.
Cooldown: 10s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen at this time in the afterimage timeline. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Successful parries increase the parry duration slightly.
Cooldown: 5s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay.
== ROYAL BLOW ==
> ''All they really need is a little push.''
Immediately spawns a circle on the map that pushes away enemies.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Utility, to move enemies into difficult situations or prevent a close range encounter.
== ROYAL SUCK ==
> ''Really brings people together.''
Immediately spawns a circle on the map that pulls in enemies.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Utility, to move enemies into/away from certain positions or to force close combat.
== PARRY ANGEL ==
> ''PARRY ANGEL''
At this time in the afterimage timeline, spawns wings on either side of the ship that block projectiles.
Successful parries increase the parry duration slightly.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Similar to FAIR PARRY, use the ability before enemies are about to attack. Make sure the wings are pointed in the direction you want.
== RAILSTORM ==
> ''What a terrible day for rain...''
At this time in the afterimage timeline, spawns a shield covering the front section of the ship that convert incoming projectiles into RAILs that shoot in the direction the ship is pointing.
Successful parries increase the parry duration slightly.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Similar to FAIR PARRY, make sure that you use the ability before the enemy is about to attack. The abaility over covers the front section of your ship, so make sure you're pointing in the right direction. Strong against bulletspam weapons.
984e5d3c80abeced9ea1110f8dd9702bbb099e2f
147
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2024-07-25T15:48:56Z
IanisPeein
7
updated numbers and old descriptions for reworks
wikitext
text/x-wiki
This page describes all abilities that you can install on your space fighter jet in A'I_M.
To see usage of these abilities in real gameplay, see [[Gameplay Clips]].
== STRAIGHT IMPACT ==
> ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.''
A single projectile is queued to be fired at this time in the AfterImage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Surprisigly effective, due to high velocity. Best used in open areas at midrange.
== MASS IMPACT ==
> ''For when the ball size is insufficient.''
A single projectile is queued to be fired at this time in the AfterImage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range.
== ORDINARY RAIL ==
> ''In this space, it's rail or be railed.''
A railgun blast is queued to be fired at this time in the AfterImagetimeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited.
Cooldown: 5s
Weapon slot.
=== Strategy ===
Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range.
== UNSTABLECORE ==
> ''A long-forgotten prototype.''
A single projectile is queued to be fired at this time in the AfterImagetimeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else.
Cooldown: 5s
Weapon slot.
=== Strategy ===
The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning.
== CAST DOUBT ==
> ''Keep em guessin'. Keep em stressin'.''
A circular region is queued to be annihilated in 6 seconds. This region is not visible to enemies. CAST DOUBT targets the nearest player and inherits their velocity at ability activation.
Cooldown: 8s
Weapon slot.
=== Strategy ===
Effective against stationary targets in cramped areas. Best used in combination with another offensive weapon.
== DIE CAST ==
> ''Official eviction notice, with violent consequences.''
A large circular region is queued to be annihilated in 4 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. DIE CAST targets the nearest player and inherits their velocity at ability activation.
Cooldown: 6s
Weapon and utility slot.
=== Strategy ===
Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or another offensive ability, as it restricts the enemy movement.
== SPACE IS MINE ==
> ''Subspace tripmine!?''
A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls.
Weapon and utility slot. Number of mines is limited. Mines activate 3 seconds after being placed (4 seconds after the ability activation).
Each slot with SPACE IS MINE equipped increases the mine cap by 8.
Cooldown: 1s
Weapon and utility slot.
=== Strategy ===
Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance.
== CLIP CLAP ==
> ''CLIP CLAP''
Spawns a small, stationary circle on the map, which explodes at this time in the AfterImage timeline. The preview circle is not visible to enemies. Ignores walls.
Cooldown: 3s
Weapon slot.
=== Strategy ===
Strong at locking down corridors when enemy movement is predictable, but more difficult to use at close ranges.
== LOOK A WAVE ==
> ''LOOK A WAVE''
Spawns a small circle on the map, which, at this time in the AfterImage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls.
Cooldown: 5s
Weapon and utility slot.
=== Strategy ===
Strong due to its wide area cover, but only effective at long distances when its radius increases.
== RABID BARE RAGE ==
> ''Sudden outburst of fury.''
Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls.
Cooldown: 4s
Weapon slot.
=== Strategy ===
Strong at covering a large area, or if you have bad aim. Can be difficult to aim when quickly changing directions.
== THERE PORT ==
> ''Blink and you'll miss it.''
Your true image is instantly teleported to the A'I_M::ING reticle. The AfterImage naturally follows. Teleports are range limited.
Cooldown: 10s
Utility slot.
=== Strategy ===
Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP.
== DASH IT ==
> ''I-frames not included.''
Your true image is instantly propelled towards the A'I_M::ING reticle. The AfterImage naturally follows.
Cooldown: 3s
Utility slot.
=== Strategy ===
Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions.
== FAIR PARRY ==
> ''Why would you want a shield, that's just a boring version of a parry!''
A brief invulnerability is queued to happen at this time in the AfterImage timeline. The invulnerability bubble lasts 750ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player.
Successful parries increase the parry duration slightly.
Cooldown: 5s
Utility slot.
=== Strategy ===
Useful to block attacks that you cannot dodge in time, if you can predict when the enemy will fire.
== ROYAL BLOW ==
> ''All they really need is a little push.''
Immediately spawns a circle on the map that pushes away enemies.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Utility, to move enemies into difficult situations or prevent a close range encounter.
== ROYAL SUCK ==
> ''Really brings people together.''
Immediately spawns a circle on the map that pulls in enemies.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Utility, to move enemies into/away from certain positions or to force close combat.
== PARRY ANGEL ==
> ''PARRY ANGEL''
At this time in the AfterImage timeline, spawns wings on either side of the ship that block projectiles for 750ms.
Successful parries increase the parry duration slightly.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Similar to FAIR PARRY, use the ability before enemies are about to attack. Make sure the wings are pointed in the direction you want.
== RAILSTORM ==
> ''What a terrible day for rain...''
At this time in the AfterImage timeline, spawns a shield (lasting 750ms) covering the front section of the ship that convert incoming projectiles into RAILs that shoot in the direction the ship is pointing.
Successful parries increase the parry duration slightly.
Cooldown: 5s
Utiity slot.
=== Strategy ===
Similar to FAIR PARRY, make sure that you use the ability before the enemy is about to attack. The abaility over covers the front section of your ship, so make sure you're pointing in the right direction. Strong against bulletspam weapons.
03a4fd28baa564486f6226be23296d6ee1b0a219
Gameplay Clips
0
12
111
61
2024-07-08T01:26:34Z
IanisPeein
7
wikitext
text/x-wiki
Clips of A'I_M Gameplay, curated by IanisPeein (mostly).
YouTube Clips Channel Link: https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg
You can also join the Discord: https://discord.gg/mrDq7wQzmY
c45905be8d2a153f218dda65507fe67cff3abcb6
127
111
2024-07-13T01:58:22Z
IanisPeein
7
aim clips proper link
wikitext
text/x-wiki
Clips of A'I_M Gameplay, curated by IanisPeein (mostly).
Other A'I_M videos not on the clips channel will be linked when they are created.
YouTube Clips Channel Link: https://www.youtube.com/@AIM_Clips
You can also join the Discord: https://discord.gg/mrDq7wQzmY
ea0ed7bd477dddb76929aa0c8f60a24c5182d666
150
127
2024-07-25T21:00:48Z
IanisPeein
7
aim clips channel picture
wikitext
text/x-wiki
Clips of A'I_M Gameplay, curated by IanisPeein (mostly).
Other A'I_M videos not on the clips channel will be linked when they are created.
YouTube Clips Channel Link: https://www.youtube.com/@AIM_Clips
You can also join the Discord: https://discord.gg/mrDq7wQzmY
<div class="main_top_banner">
[[File:Aim clips pic v7.png]]
</div>
3409b6da5067ea60576face6f4386ec2757b9d51
Core Gameplay
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11
112
83
2024-07-08T15:08:11Z
IanisPeein
7
weapon selection, cooldown indicators
wikitext
text/x-wiki
[[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
==Weapon Selection==
Before you spawn, you are allowed your selection of four abilities.
The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), and SPACE IS MINE (6). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively.
The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), DIE CAST (2), FAIR PARRY (3), and SPACE IS MINE (4). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>.
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Speed is limited. Constantly boosting and dashing in one direction will have limited effect.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen.
== Scoring ==
[[File:Score example.webp|thumb|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
bd90c4c26b6a9e6e05bc9eea6f52026fde604563
129
112
2024-07-21T22:14:32Z
IanisPeein
7
rework
wikitext
text/x-wiki
[[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
==Weapon Selection==
Before you spawn, you are allowed your selection of four abilities.
The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), and SPACE IS MINE (6). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively.
The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), DIE CAST (2), FAIR PARRY (3), and SPACE IS MINE (4). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>.
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Speed is limited. Constantly boosting and dashing in one direction will have limited effect.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen.
Parry abilities are immune to cooldown stagger.
== Scoring ==
[[File:Score example.webp|thumb|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
fa0835f699d0dc8473389ba018cf185efc6a7e73
132
129
2024-07-21T22:37:45Z
IanisPeein
7
new multis
wikitext
text/x-wiki
[[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
==Weapon Selection==
Before you spawn, you are allowed your selection of four abilities.
The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), and SPACE IS MINE (6). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively.
The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), DIE CAST (2), FAIR PARRY (3), and SPACE IS MINE (4). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>.
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Speed is limited. Constantly boosting and dashing in one direction will have limited effect.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen.
Parry abilities are immune to cooldown stagger.
== Scoring ==
[[File:Score example.webp|thumb|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with +1 base mult, and then add extra mult depending on context. For now two bonuses are defined,
+ PARRIED is offered for a short duration after a shot is parried.
<br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well.
Additional bonuses are planned.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
9b9ca2f8d80a261e89bd7529b53ca44240103244
133
132
2024-07-21T22:40:39Z
IanisPeein
7
new weps
wikitext
text/x-wiki
[[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
==Weapon Selection==
Before you spawn, you are allowed your selection of four abilities.
The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), SPACE IS MINE (6), CLIP CLAP (7), LOOK A WAVE (8), and RAPID BARE RAGE (9). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively.
The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), CAST DOUBT (2) DIE CAST (3), FAIR PARRY (4), SPACE IS MINE (5), ROYAL BLOW (6), ROYAL SUCK (7), LOOK A WAVE (8), PARRY ANGEL (9), and RAILSTORM (10). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>.
For info on what each ability does, see [[Abilities]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Speed is limited. Constantly boosting and dashing in one direction will have limited effect.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen.
Parry abilities are immune to cooldown stagger.
== Scoring ==
[[File:Score example.webp|thumb|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with +1 base mult, and then add extra mult depending on context. For now two bonuses are defined,
+ PARRIED is offered for a short duration after a shot is parried.
<br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well.
Additional bonuses are planned.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
042775b459b0329131da63c913a622fc6d5cd013
136
133
2024-07-22T23:52:58Z
IanisPeein
7
500ms
wikitext
text/x-wiki
[[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by half a second (500ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
==Weapon Selection==
Before you spawn, you are allowed your selection of four abilities.
The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), SPACE IS MINE (6), CLIP CLAP (7), LOOK A WAVE (8), and RAPID BARE RAGE (9). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively.
The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), CAST DOUBT (2) DIE CAST (3), FAIR PARRY (4), SPACE IS MINE (5), ROYAL BLOW (6), ROYAL SUCK (7), LOOK A WAVE (8), PARRY ANGEL (9), and RAILSTORM (10). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>.
For info on what each ability does, see [[Abilities]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Speed is limited. Constantly boosting and dashing in one direction will have limited effect.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen.
Parry abilities are immune to cooldown stagger.
== Scoring ==
[[File:Score example.webp|thumb|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with +1 base mult, and then add extra mult depending on context. For now two bonuses are defined,
+ PARRIED is offered for a short duration after a shot is parried.
<br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well.
Additional bonuses are planned.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
15da2a4bcf7c80c18bfe2371e4dd142f5c75d48e
142
136
2024-07-24T14:20:32Z
IanisPeein
7
new gif test
wikitext
text/x-wiki
[[File:Clipped gameplay.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by half a second (500ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
==Weapon Selection==
Before you spawn, you are allowed your selection of four abilities.
The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), SPACE IS MINE (6), CLIP CLAP (7), LOOK A WAVE (8), and RAPID BARE RAGE (9). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively.
The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), CAST DOUBT (2) DIE CAST (3), FAIR PARRY (4), SPACE IS MINE (5), ROYAL BLOW (6), ROYAL SUCK (7), LOOK A WAVE (8), PARRY ANGEL (9), and RAILSTORM (10). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>.
For info on what each ability does, see [[Abilities]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Speed is limited. Constantly boosting and dashing in one direction will have limited effect.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen.
Parry abilities are immune to cooldown stagger.
== Scoring ==
[[File:Score example.webp|thumb|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with +1 base mult, and then add extra mult depending on context. For now two bonuses are defined,
+ PARRIED is offered for a short duration after a shot is parried.
<br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well.
Additional bonuses are planned.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
3a73eef7b9607e9268f933dfec5d17fffb4b72b3
145
142
2024-07-25T15:12:09Z
IanisPeein
7
new gif
wikitext
text/x-wiki
[[File:Core gameplay 1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the after image, which lags behind the player you control by half a second (500ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
==Weapon Selection==
Before you spawn, you are allowed your selection of four abilities.
The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), SPACE IS MINE (6), CLIP CLAP (7), LOOK A WAVE (8), and RAPID BARE RAGE (9). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively.
The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), CAST DOUBT (2) DIE CAST (3), FAIR PARRY (4), SPACE IS MINE (5), ROYAL BLOW (6), ROYAL SUCK (7), LOOK A WAVE (8), PARRY ANGEL (9), and RAILSTORM (10). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>.
For info on what each ability does, see [[Abilities]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Speed is limited. Constantly boosting and dashing in one direction will have limited effect.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen.
Parry abilities are immune to cooldown stagger.
== Scoring ==
[[File:Score example.webp|thumb|right|300px|Example of score in-game]]
Score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with +1 base mult, and then add extra mult depending on context. For now two bonuses are defined,
+ PARRIED is offered for a short duration after a shot is parried.
<br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well.
Additional bonuses are planned.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
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146
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2024-07-25T15:39:31Z
IanisPeein
7
wording, claririfcation, elaboration
wikitext
text/x-wiki
[[File:Core gameplay 1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]]
A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment.
The main gameplay gimmick is the "AfterImage", which lags behind the player you control (your "true image") by half a second (500ms). Weapons only damage your AfterImage, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack.
The maze of walls the game is played in is randomly generated, and refreshes every 4 hours.
To see gameplay in action, visit [[Gameplay Clips]].
==Weapon Selection==
Before you spawn, you are allowed your selection of four abilities.
The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), SPACE IS MINE (6), CLIP CLAP (7), LOOK A WAVE (8), and RAPID BARE RAGE (9). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively.
The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), CAST DOUBT (2) DIE CAST (3), FAIR PARRY (4), SPACE IS MINE (5), ROYAL BLOW (6), ROYAL SUCK (7), LOOK A WAVE (8), PARRY ANGEL (9), and RAILSTORM (10). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>.
For info on what each ability does, see [[Abilities]].
== General Gameplay Tips ==
* Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly.
* Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into.
** Teleportation is useful for bypassing them.
* Stay on the move. Standing still is a great way to get railed.
* Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage.
** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another.
* Speed is limited. Constantly boosting and dashing in one direction will have limited effect.
** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly.
* Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight.
* Teleporting is useful for attacking the enemy from unexpected angles or dodging.
=== Cooldown stagger ===
Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful.
Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly.
Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen.
Parry abilities are immune to cooldown stagger, i.e. using a normal ability will not trigger a parry ability to cool down. However, activating a parry abilitiy causes normal abilities and parry abilities to cool down.
== Scoring ==
[[File:Score example.webp|thumb|right|300px|Example of score in-game]]
The score formula is:
score = kills * (kills/(deaths+1)) in the past 10 minutes
This formula combines KDR and cumulative kills scoring.
Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with x1 base mult, and then add extra mult depending on context. For now two bonuses are defined,
+ PARRIED is offered for a short duration after a shot is parried.
<br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well.
Additional bonuses are planned.
KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive).
Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good?
Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay.
The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible.
e0b5d4a44c16870e359c3f558ed4ee558be1d276
File:V6 banner.png
6
21
113
2024-07-08T15:27:47Z
IanisPeein
7
new banenr from v6
wikitext
text/x-wiki
== Summary ==
new banenr from v6
6099724c61f7f451f33984c6b23e8e32fe7f28d5
Installation Instructions
0
18
115
96
2024-07-09T17:18:19Z
IanisPeein
7
vpn
wikitext
text/x-wiki
===From itch.io page===
I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways.
MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough!
===To Install===
<span>[[File:Itch app.png|thumb|right|300px|Itch.io app with A'I_M running]]</span>
# Download the [https://itch.io/app itch.io app]
# Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app
# Download the correct game version for your operating system
# Click "Launch" and play the game!
NOTE: VPNs CANNOT CONNECT TO THE GAME. The map will not load if you are using a VPN.
If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY
f4cf65db76ef1760d2cc27fe014d22ccbe515f40
116
115
2024-07-09T22:57:21Z
IanisPeein
7
img size
wikitext
text/x-wiki
===From itch.io page===
I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways.
MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough!
===To Install===
<span>[[File:Itch app.png|thumb|right|400px|Itch.io app with A'I_M running]]</span>
# Download the [https://itch.io/app itch.io app]
# Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app
# Download the correct game version for your operating system
# Click "Launch" and play the game!
NOTE: VPNs CANNOT CONNECT TO THE GAME. The map will not load if you are using a VPN.
If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY
705f7193c1665919fc2c2cbf5008c99c49f02128
125
116
2024-07-11T08:54:16Z
23.deferred.impact
2
Removed the MacOS virtualization idea cuz it actually isn't viable
wikitext
text/x-wiki
===From itch.io page===
I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways.
===To Install===
<span>[[File:Itch app.png|thumb|right|400px|Itch.io app with A'I_M running]]</span>
# Download the [https://itch.io/app itch.io app]
# Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app
# Download the correct game version for your operating system
# Click "Launch" and play the game!
NOTE: VPNs CANNOT CONNECT TO THE GAME. The map will not load if you are using a VPN.
If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY
3092f7446f5757d470da95b079c70788b3228173
126
125
2024-07-13T01:51:38Z
IanisPeein
7
note 2: u can play without itch app if u really want
wikitext
text/x-wiki
===From itch.io page===
I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways.
===To Install===
<span>[[File:Itch app.png|thumb|right|400px|Itch.io app with A'I_M running]]</span>
# Download the [https://itch.io/app itch.io app]
# Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app
# Download the correct game version for your operating system
# Click "Launch" and play the game!
NOTE: VPNs CANNOT CONNECT TO THE GAME. The map will not load if you are using a VPN.
NOTE 2: You ''can'' play the game without using the itch.io app, however you will have to manually re-install the game whenever there is an update. Doing this is not recommended.
If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY
e5fc6856e6320590b7e40f6f637d734c8cc0c05a
File:AIM V7 BANNER.png
6
22
139
2024-07-24T01:15:56Z
IanisPeein
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Clipped gameplay.gif
6
23
141
2024-07-24T14:18:58Z
IanisPeein
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Core gameplay 1.gif
6
25
144
2024-07-25T15:11:31Z
IanisPeein
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Aim clips pic v7.png
6
26
149
2024-07-25T20:58:38Z
IanisPeein
7
wikitext
text/x-wiki
picture of channel page
0cd6918b58a71581dab138f63c9c24f826a93279
File:Overpen.webp
6
27
152
2024-08-01T15:50:42Z
IanisPeein
7
wikitext
text/x-wiki
jrq overpen first lore pic
3511028c477324a852afde68c79b358d4ac8c882
Lore
0
28
153
2024-08-01T15:51:58Z
IanisPeein
7
over peen
wikitext
text/x-wiki
A'I_M lore is still very much under development.
<div class="main_top_banner">
[[File:Overpen.webp]]
</div>
cf873e38d506cbc90fe6b2b4ec09d394cb41cc99
Lore
0
28
155
153
2024-08-09T16:40:38Z
IanisPeein
7
discord link and no naked
wikitext
text/x-wiki
A'I_M lore is still very much under development. Join the [https://discord.gg/mrDq7wQzmY Discord] for more information.
072685e1207e83326cbb16882f0d5a2e7dd3857c
Main Page
0
2
156
151
2024-09-05T06:44:24Z
JustLeafy2k3
14
wikitext
text/x-wiki
<div class="main_top_banner">
[[File:AIM V7 BANNER.png|alt=banner (screenshot of gameplay)|gaming]]
</div>
'''YOUR REGRETS THEY SHADOW YOU'''
In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.
'''For free.'''
----
<big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big>
'''Playable on Microsoft Windows, Linux and macOS*'''
<nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki>
[[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates.
----
Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]]
== WELCOME TO A'I_M::WIKI ==
This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek.
=====[[Installation Instructions]]=====
=====[[Changelog]]=====
=====[[Core Gameplay]]=====
=====[[Abilities]]=====
=====[[Gameplay Clips]]=====
=====[[Lore]]=====
==Full Description (Itch)==
A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit.
The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts.
<nowiki>*certain rare exceptions are available.</nowiki>
<nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki>
A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies.
And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight.
A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs.
This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers.
Enjoy.
Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP.
7f328693157557a7d25af3ee652f43c65c2f37a0